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  #31  
Old November 19th, 2004, 02:49 PM
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Default Re: 100 anything versus 100 Crystalline Ships

Alneyan, you have a good point. Baseships are not known of their agility. But they have 2 advantages over dreadnoughts which may weight more. First, Bigger mount. You need high one shot damage to break Crystal armor defence. Wave motion gun makes a good damage on smaller mounts either, yes, but its reload time is 3. APB makes a good deal of damage and fires every turn, though it needs a bigger mount (ie. baseship). Second point is, that Crystal player is propably using dreadnoughts, so using same size class ships you can't use tractor beam any useful way.

I was thinking of putting wormhole beam at the end of all weapons. It is useful, but the weapon placement I suggested requires a lot of space itself too (many more shield depleters than in normal ship design, therefore less space for normal weapons). So if you can fit wormhole beam Last, good for you.

Also drones with shield depleters might surprise your enemy. They soak enemy fire and with any luck they deplete eney shields too.
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  #32  
Old November 19th, 2004, 07:47 PM

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Default Re: 100 anything versus 100 Crystalline Ships

Hmmm, too bad. I've always had amazing success with that. Mind you, I've never faced 100 crystalline ships at one shot before either...

What about shear firepower (All APB's) with a Wormhole beam on the end? Enough of those should scatter even a large fleet.
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  #33  
Old November 19th, 2004, 08:16 PM

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Default Re: 100 anything versus 100 Crystalline Ships

Firepower can work. I probably eliminated a couple of the items he considers in the necessities, but putting 14 Armor III's in place of the crystalline armor and his phased shields and firing 3 shield depleters {hvy) along with 9 APP's (hvy) I managed to win 20/20 battles in the simulator. In each I destroyed all the crystalline ships while losing between 13 ships (the best) and 56 ships (the worst, average losses were 20-23). This design makes the crystalline ships depleters worthless since this design has no shields and while the 14 Armor IIIs don't measure up to the 10 crystalline armors it does allow the ships to Last long enough for three times the firepower to make its mark after the depleters deplete the initial shield strength. Its here, having a 9-3 edge in APP's that made the difference. Of course YMMV.
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  #34  
Old November 19th, 2004, 08:49 PM
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Default Re: 100 anything versus 100 Crystalline Ships

100 Baseships each with essentials, 15x Massive Mounted Time Distortion Bursts, and no shields. They win 4 to 1.

Edit: spelling
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  #35  
Old November 19th, 2004, 08:51 PM
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Default Re: 100 anything versus 100 Crystalline Ships

Quote:
Spoo said:
100 Baseships each with essentials, 15x Massive Mounted Time Distortion Bursts, and no sheilds. They win 4 to 1.
Only works if you have Temporal Technology...
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  #36  
Old November 19th, 2004, 08:57 PM
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Default Re: 100 anything versus 100 Crystalline Ships

Try ramming ships. Fill a ship with command and control, engines, and armor. Booooooooom...
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  #37  
Old November 19th, 2004, 09:32 PM
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Default Re: 100 anything versus 100 Crystalline Ships

Quote:
Karibu said:
Also drones with shield depleters might surprise your enemy. They soak enemy fire and with any luck they deplete eney shields too.
I haven't see weapon bearing drones to be very effective, they don't get much chance to do damage before they're destroyed or rammed.

But, if the simulator says your design will survive opponent point defense long enough, and you're inclined to build enough, their high yield warheads will take down lots of shield points.
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  #38  
Old December 11th, 2004, 01:37 PM
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Default Re: 100 anything versus 100 Crystalline Ships

Quote:
Karibu said:
brianeyci, be grateful that your opponent doesn't use more than 10 crystalline armor. According to my calculations, best effect is got with 11 crystalline armor and those over that are reserve when one gets broken. Best result I have gotten is with 11 crystal armor and 1 phased shield max level.
I've tried putting lots of crystalline armor on my ships, and indeed it makes them a lot tougher. This ship design works well! It seems that crystalline armor is much better than organic armor, is that right?

Why is 11 crystalline armors better than 10?
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  #39  
Old December 11th, 2004, 01:43 PM
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Default Re: 100 anything versus 100 Crystalline Ships

Quote:
Kamog said:
Quote:
Karibu said:
brianeyci, be grateful that your opponent doesn't use more than 10 crystalline armor. According to my calculations, best effect is got with 11 crystalline armor and those over that are reserve when one gets broken. Best result I have gotten is with 11 crystal armor and 1 phased shield max level.
I've tried putting lots of crystalline armor on my ships, and indeed it makes them a lot tougher. This ship design works well! It seems that crystalline armor is much better than organic armor, is that right?

Why is 11 crystalline armors better than 10?
Crystalline Vs Organic:
Crystalline dosen't care how fast the damage comes in. You get the same effect from 100 torpedo hits in one round as 4 torpedo hits per round for 25 rounds.

Organic Armor needs to survive to work, and the slower you take damage, the faster you regen.

One on One, the Organic armor will beat the Crystalline.
100 on 100, Organic provides no benefit at all.
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  #40  
Old December 11th, 2004, 01:54 PM
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Default Re: 100 anything versus 100 Crystalline Ships

That, and an Organic ship needs to survive one turn to see the regeneration kick in, while the Crystalline effect will work after each and every hit (well, barring weapons bypassing armour or shields). So the Crystalline armour is much better if your ships aren't expected to survive one turn, where their regeneration ability might improve the odds of the rest of your fleet.

Putting more than 10 Crystalline Armours increase the number of hits you can take while keeping your maximum regeneration ability (you cannot shrug off more than 149 points of damage, regardless of how many Crystalline Armours you have on board the ship). So, having 20 Crystalline Armours would require the attacker to destroy at least ten pieces of armour before breaking the "improved Emissive Armour" effect of the Crystalline Armour.
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