Thread: Ripper Beams
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Old June 11th, 2001, 03:17 PM

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Default Re: Ripper Beams

I have been doing tradeoffs for starbases armed with massive mount weapons. Here is the design I plan to use - number of the component to include, name, size, damage, cost in minerals/ organics/ radioactives, then total size/ damage/ costs
1 - Starbase hull when selected 2500/0/0
1 - Master Computer III 20/20 4000/1000/1000 same
1 - ECM III 10/10 400/0/0 same
1 - Combat Sensors III 10/10 400/0/0 same
1 - Multiplex Tracking (5) 10/10 350/0/0 same
1 - Scattering Armor III 50/150 500/0/100 same
6 - Stealth Armor III 30/100 700/0/200 - 180/600 4200/0/1200
8 - Phased Shield Generator V 40/40 800/0/0 - 320/320 6400/0/0
9 - Shield Regenerator IV (not V) 20/20 850/0/260 180/180 7650/0/2340
Total non weapons 780/1300 26400/1000/4640
All weapons are Heavy mount.
4 - Anti Proton Beam XII 120/210 1600/0/480 - 480/840 6400/0/1920
5 - Phased Polaron Beam V 120/210 2000/0/1200 - 600/1050 10000/0/6000
8 - Ripper Beam IV 80/140 800/0/640 - 640/1120 6400/0/5120
Total weapons 1720/3010 22800/0/13040
Grand total 46 components at 2500/4310 49200/1000/17680
Ratio nonweapons to weapons 0.45/0.43 - 1.1/all/0.35

This design is for late in the game when the enemy can be expected to have phased shield generators on ships but will also be attacking with hundreds of fighters. The APB have range 14 so can strike fighter Groups on the turn before the fighters get in range. The PPB have range 12 and can blow many fighters away (because they lack phased shields), but are 5/4 the minerals cost of APB at 12 for the same hits per unit space. Unfortunately fighters with max engines and afterburners move 12 in combat, so the PPB get to hit only if the base survives the first round. The RB only have range 9, but the minerals cost per hit is 60% of APB and 44% of PPB. The hits per unit space is 5/4 the APB and 4/3 the PPB. Also the damage value for RB is cheaper minerals per unit - 3/4 the APB and 60% the PPB. So you get both cheaper hits and armor at the cost of lousy range and not being able to shoot fighters. At point blank the Ripper is king. Minerals per hit is 65% APB and 48% PPB. Hits per unit space is 15% greater than APB and 25% greater than PPB. I looked at the other weapons but they were all space wasters per unit hit per turn. Meson BLasters were a close match for APB at range 12, but lacked the extra range to 14. They were not shield penetrating like PPB and did not have the firepower of RB. Point defense is a waste of space. I will have PD only weapon battle cruisers for missiles and to help with fighters. Also I will have PPB armed fighters to take out fighters, and rocket pod armed fighters to take out missile ships and carriers. All that leaves is baseships and many small stacks of rocket pod armed fighters as a threat. Since I will have seven of these bases backed up by two carriers with 400 fighters and 14 yard bases to do repairs, I do not anticipate any great defeats. Now all I have to do is find the 3.5 million minerals maintenance money - about 20 turns for 50 sphereworlds.....

Edit - combat simulator shows fighters with max best engines and afterburners move *9* not 12. This base design took out a stack of 100 nicely without a scratch. Unfortunately carriers launch in packs of five, and the base only has nine weapons that can shoot fighters. Thats why you have to back them up with PD ships and your own fighters.



[This message has been edited by LCC (edited 11 June 2001).]
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