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January 3rd, 2001, 09:24 PM
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Private
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Join Date: Dec 2000
Location: Pensacola, Fl, U.S.A.
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Carrier strike Groups
This might have been discoverd by others, but for those who haven't, it's a great idea. Simply build two or three carriers, fill them with large fighters and let them loose into your enemy's systems. I've learned that just one carrier is able to destroy every colony and ship in a system, even homeworlds. It's also far cheaper to build six cariers than to build a fleet of battleships, for those who can't afford the big fleets.
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Mako the Space Shark
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Mako the Space Shark
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January 3rd, 2001, 09:31 PM
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Second Lieutenant
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Location: New York, New York USA
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Re: Carrier strike Groups
Mako,
Simple response is to builds Sats and ships with nothing but PDC on them. I have done so and at higher levels they kill fighters but the bunch.
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Seawolf on the prowl
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Seawolf on the prowl
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January 3rd, 2001, 10:21 PM
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Shrapnel Fanatic
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Re: Carrier strike Groups
I love players like you. When I play hot seat, one of my friends uses tons of fighters in his fleets. I always obliterate him because he has not learned that PDC's kick fighter and missle butt.
This tatic also works great against AI's. Most AI are too stupid to utilize fighters, and therefore are useless. Thats when I use fighters.
Mephisto's Mod uses the EA, and they use fighters. This surprised the hell out of me the first time I engaged them in combat. I lost my entire fleet to them. 16 ships up against 8. Even though I had a two to one margin on them, they still wiped me out. I promptly updated my designes with Point Defense Cannons. I also established 3 Sat types at the warp points. Point Defense, Missle, and Beam. I deploy 75 of each, and NO AI as of yet has been able to penatrate my defenses.
This buys me time to build up a new navy and such.
One thing I should point out is that I have also adjusted the KT amount each fighter type can carry. I increased each by 10. To me, this gives the fighters a tad more importance in the grand scheme of things.
I use fighters, mines, and sats to defend my worlds. They work fine, but are quickly picked off by the AI as soon as it realises that I am using fighters, it begins using PDC's.
This negates my fighters stratigy, but also sets the AI up for a big fall. Once I know the AI is producing large numbers of ships with PDC's, I start building heavy beam ships.
Sometimes, I may have two types of the same class of ship. IE, two Battle Ships with the same components except one will have PDC's for AI's that use fighters and missles, and the other will have Beams for the AI's that don't. I then deploy these Batttleships according to the territory I am defending.
I seldom if ever use my carriers as I have discovered that they often are the first thing lost in battle. Most AI's target them right off as easy pray. Even the fighters I do get launched are often more than not, wiped out seconds after the AI begins its turn. So in essance, fighters are good for a select portion of the game, but after that, its a no go.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 3rd, 2001, 10:21 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Carrier strike Groups
I love players like you. When I play hot seat, one of my friends uses tons of fighters in his fleets. I always obliterate him because he has not learned that PDC's kick fighter and missle butt.
This tatic also works great against AI's. Most AI are too stupid to utilize fighters, and therefore are useless. Thats when I use fighters.
Mephisto's Mod uses the EA, and they use fighters. This surprised the hell out of me the first time I engaged them in combat. I lost my entire fleet to them. 16 ships up against 8. Even though I had a two to one margin on them, they still wiped me out. I promptly updated my designes with Point Defense Cannons. I also established 3 Sat types at the warp points. Point Defense, Missle, and Beam. I deploy 75 of each, and NO AI as of yet has been able to penatrate my defenses.
This buys me time to build up a new navy and such.
One thing I should point out is that I have also adjusted the KT amount each fighter type can carry. I increased each by 10. To me, this gives the fighters a tad more importance in the grand scheme of things.
I use fighters, mines, and sats to defend my worlds. They work fine, but are quickly picked off by the AI as soon as it realises that I am using fighters, it begins using PDC's.
This negates my fighters stratigy, but also sets the AI up for a big fall. Once I know the AI is producing large numbers of ships with PDC's, I start building heavy beam ships.
Sometimes, I may have two types of the same class of ship. IE, two Battle Ships with the same components except one will have PDC's for AI's that use fighters and missles, and the other will have Beams for the AI's that don't. I then deploy these Batttleships according to the territory I am defending.
I seldom if ever use my carriers as I have discovered that they often are the first thing lost in battle. Most AI's target them right off as easy pray. Even the fighters I do get launched are often more than not, wiped out seconds after the AI begins its turn. So in essance, fighters are good for a select portion of the game, but after that, its a no go.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 3rd, 2001, 10:22 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Carrier strike Groups
Sorry about the double post.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 4th, 2001, 03:26 AM
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Major
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Re: Carrier strike Groups
If there are enough fighters, your PDCs aren't going to take them all out. Figure a group of 20 fighters, each with one Sm Shield III (thats 60 shields) or with two even (Ive made a lot of fighters with 120 shields) and PDC's do 65 damage, thats hardly enough to take the fighters out. So say that maybe 15 fighters get through, and launch their rocket pods. If each fighter has one rocket pod, thats a lot of damage.
If you build ships very PDC heavy, youd be weak to the beam weapons.
I try to balance regular beam ships with carriers. I have maybe 9-11 regular ships along with 1 or two carriers. The punch is really awesome.
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