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  #1  
Old July 17th, 2002, 03:39 AM
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Default PBW Lg ship vs. Sm. ship

What do you think is better? The Modiferers seem to lean towards smaller ships. If you consider build rates. Has anyone tried Escort and frigate missile ships, and DD and light cruiser direct fire ships. The combination would work early game. I think even mid game they could work as a picket, shealding the larger ships.
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Old July 17th, 2002, 03:49 AM
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Default Re: PBW Lg ship vs. Sm. ship

I find LC's work quite well up till the point the enemy starts bringing out DN's. You will lose some, but you can build them pretty fast. Endgame I usually stop at BC's myself. They can stand up against even baseships unless they are close to even numbers.

I think the concentration the modders give to small ships is not that they think they are better, but because they think they are worse and are trying to fix them.

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Old July 17th, 2002, 03:55 AM
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Default Re: PBW Lg ship vs. Sm. ship

Defense modifiers do favour smaller ships, but there are more features that favour large ships.

In unmodded SE4, you need 6 engines to move full speed. Period. Obviously, the larger the ships, the less space and money you spend on engines vs weapons.

The larger mounts available to large ships give more firepower per $ and per KT.

In most cases, larger ships have more survivability than smaller ships.
Take a pair of LCs (400kt) vs a Battleship (800kt). The BB will have about twice an many shield points.
As the ships slug it out, the BB will fall to half shields, while one of the LCs is totally burnt out. The BB is now facing less firepower, and gets an advantage.

Lastly, specialty components are much easier to place on large ships. Where 160kt of electronics and support components can take up most of a small ship, they are only a small fraction of a large ship.
You get cloaking, quantum reactors, full sensors and ECM (including armor ECM) on large ships without sacrificing as much firepower.

However, if you are facing an opponent that is using alternative weapons (non-slugging match), then the larger ships will suffer greatly.
Engine destroyers (but not in the next patch)
Null space
and Allegiance subverters
are the main weapons of this sort.

[ July 17, 2002, 03:00: Message edited by: Suicide Junkie ]
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Old July 17th, 2002, 04:00 AM
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Default Re: PBW Lg ship vs. Sm. ship

I think in most of the times it is better to use the larger/bigger ships:

- better mounts
- cheaper and faster to build compared to the smaller ones (big<->small = same firepower)
- more firepower if you reach max. ship limit
- are not so fast destroyed in combat (you can repair)
- I simulated many rounds and in most cases the bigger ships win the battle (big<->small = same cost)

'Baseships' are another thing because they are to slow for combat.

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No, I think in the unMODed-game smaller ships are weaker!

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Old July 17th, 2002, 04:10 AM
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Default Re: PBW Lg ship vs. Sm. ship

If you use smaller ships, LCs are the lowest for reasonable survival rates. Ships without mounts just don't deal enough damage, and are usually too small to carry shields. They can get blown out of the water to the tune of 1/turn per 2-3 enemy BBs or DNs.

I do use small ships for special-ops. An escort with 90kt C&C and engines, 10kt ECM 3, 30kt Stealth Armor 3, and 20kt Plague Bomb 3 is nearly impossible to hit (60+40+15=115% defense plus before the 25% racial modifier ) and work great even deep in enemy territory.
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Old July 17th, 2002, 05:29 AM

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Default Re: PBW Lg ship vs. Sm. ship

I have to agree that the modifiers alone are not enough at present. Smaller ships are too easily outclassed by heavier mounts and weight of shields and other equipment. We need a larger combat area so speeds can be greater, and speed differences can be greater. And heavier mounts probably ought to inflict a penalty to hit rather than a bonus. This would make them more like 'heavy' mount weapons in MOO, where you couldn't target fighters with them for example.

If only a mount could change ALL of the characteristics of a weapon, targetting, damage types, etc. With the new ability to restrict mounts by technology we could cook up some amazing tech trees.

Other than more speed and greater 'to hit' protections I think that detection needs a major revamp in SE. Sensors need to stop working unconditionally over an entire system and actually have diminishing accuracy at greater ranges. This would require the system window to be expanded too, to make more room for ranges. If we have to use a 'windowed' interface like the combat system to access the system map, then that's they way it will have to be done...
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