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Old March 5th, 2006, 12:38 AM
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Default Re: Carrier Battles Mod

Well, here's the first report:
- Medium tech start. No bonus.
- about 25 turns in.

Ukra Tal Heavy Fighter
Design:
  • Cockpit with extension
  • Speed 3 engine
  • Level 2 Shield
  • Level 3 Supply Pod x5
  • Level 3 Maser (20mm) x3
  • Level 6 Light Kinetic Missile (external mount)
This fighter appears to be on point defense duty, as its missile would imply it should be.
However, the three 20mm lasers are bad design. One laser is all that is needed to kill light missiles, since the fighters stack up their shots. The lasers also drive the radioactives cost way way up, which is bad for build rate.
Supply amount is good; ~16 missile shots.

Fighter never gets close enough to use its lasers, and instead, retreats to maximum range of its missiles (since they have a reload rate of 1).

Reccommended;
1) Replace two lasers with one 20mm torpedo (or a 40mm DUC).
2) Set movement optimal or short.


Combat notes:
Ukra tal planet was recently colonized, and I sent a whole carrier against it. They didn't stand a chance, but their 4 laser attack fighters killed 1 of my 30 fighters, and I landed a couple troops.
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