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-   -   advantages of different weapons tech (http://forum.shrapnelgames.com/showthread.php?t=40005)

Dogboy August 8th, 2008 11:47 AM

advantages of different weapons tech
 
I realize this depends on what enemy strategy you are trying to counter, but generally speaking, what advanced weapons tech do people go for in the mid game? I'm also interested in people's thoughts on how different research goals "mesh". For example, Null space projectors rely on astrophysics, which opens the door to monoliths as well as stellar manipulation technologies. Others (Hellbores) seem like cheap technologies to fully develop once you invest in the necessary technology. Any tips from the gurus? Thanks! DB

AgentZero August 13th, 2008 07:31 AM

Re: advantages of different weapons tech
 
If you're playing stock, I think the general consensus is Anti-Proton Beams will carry you right through the game. I could be wrong, it's been a while since I played stock, but their damage-to-size ratio is pretty much unbeatable. I'm rather fond of using them with shield depleters to quickly knock out their target's shields before mauling them with APBs. They're not the sexiest toy out there, but they get the job done reliably.

That's not to say other weapons aren't any good, but their usefulness tends to be more situational. One favourite is the Tractor Beam/Ripper Beam combo, which gives you ships that pull their enemies in close and then tear them to pieces. Adding a Repulser Beam or Wormhole Beam to the mix can be fun too, since not only does the ship get yanked in and given a good thrashing, it also gets tossed aside afterwards. Wormhole Beams can also be useful for breaking up big fleets to deal with separately, but again, it's all situational.

Ed Kolis August 13th, 2008 10:55 AM

Re: advantages of different weapons tech
 
I'm personally fond of Shield Depleters + Shard Cannons when playing as a crystalline race... ;)


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