Re: Rethinking Missiles in the Later Game
Certainly as has been stated numerous times before PD is very effective, some say too effective, at countering seekers, fighters, etc. However, this doesn't mean that they can't be used in late game. It's all about adjusting to exploit your opponent's weaknesses. Doggedly sticking to one plan will just allow your opponent to customize his offenses and defenses to wipe you out. Organic races can really pump out the fighters and seekers. Arguably Organic races have the best fighter weapon (small EDIII) and best seaker (seeking parasite) in the game. Organic races can typically be produced faster due to the shift in cost from minerals lowering and increasing organics. They can win a war of attrition and use swarm tactics to overwhelm other races. I'm playing a game right now at about turn 180 or so where another empire has rather large fleets (50-60) of large organic carriers and missile ships. The carriers are packing large numbers of large fighters. My fleets with 3 or so PD per ship lose with equal numbers of ships. I can win if I have superior numbers, though. Earlier in the game I was kinda blocked from expanding as fast as the organic guy so I'm somewhat behind him. I'm in the process of adjusting my designs and attacking his economic base. I expect that I can win by going defensive for a few turns and attacking his lightly defended areas while I adjust my designs with more PD and field some larger fleets. If the organic guy is smart, and he is, he will probably be cooking up some adjustments of his own. I say again, it is all about adjusting to the situation.
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Slick.
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