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  #1  
Old November 24th, 2007, 04:40 AM

Sardia Sardia is offline
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Default Tech tree for troop weapons

What should I research to give my troops the best weapons? Right now, I'm stuck with a ground cannon or a lvl 1 uranium cannon. I tried to use rocket pods but I found out they can't hit other troops. Should I research smaller weapons or just stick with the ground cannon research? I'm using balance mod 1.11 What are the possible weapons that troops can carry now?

The initial gameplay has changed quite a lot since I last played, I'm impressed.

P.S. Can someone suggest the best tactics against fighters? My fleets are getting chewed to pieces fighting through swarms of them. I'm resorting to running away from them as the fighters chase me, so I face them 1 or 2 at a time. Even so, I'm losing more money/taking more damage then they are.
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  #2  
Old November 24th, 2007, 06:37 AM
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Hugh Manatee Hugh Manatee is offline
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Default Re: Tech tree for troop weapons

Well, against fighters/missiles in SE2, 3 and 4 I used "aegis" ships. Loaded up with small point defense weapons and multiplex tracking and a lot of defense. A few of them could cover a large fleet. Dunno if it still works in SEV
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Old November 24th, 2007, 07:07 AM
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Default Re: Tech tree for troop weapons

I don't think multiplex tracking still exists. In recent tests I've seen ships fire missiles at more than 1 target.
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Old November 24th, 2007, 02:56 PM

Siirenias Siirenias is offline
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Default Re: Tech tree for troop weapons

I, indeed, do use aegis ships, but I call them screening elements.

Originally, I made them as missile defense ships, set in the escort role in fleets (I use multiple light task forces, allowing me to designate escorts to each free-maneuvering cruiser+ tonnage warship). While I designed them in the sims against my own missile-heavy craft, enemy designs are disappointingly beam-heavy, making combat almost boring, especially for my destroyer and light cruiser escorts.

However, I stared getting skirmishes with one of the neutral empires that I picket, and they used carriers. Those fighters are pretty mean, even if they are lower tech. Chewed up my outdated pickets in the system, and nearly got me again when I replaced them with modern, more heavily armed destroyers.

Since then, I've given anti-fighter roles more thought. A lot more thought, in fact. What I learned from all that is that bomblet missiles are a great fighter defense, and that point defense blasters don't do a whole lot. A mix of point defense beams and flak cannons give you decent kill rates at the shorter ranges, especially because higher level flak cannons and bomblet missiles will give you one hit kills, while the beams are harder to dodge.

As for tactics, leading the fighters extends your anti-fighter missile envelope, and keeps fighters from circling you at shorter ranges. If you can manage to get the fighters to ignore escorts, those escorts can end up in the thick of it, and thus have much better targeting solutions. I say avoid munitions-based anti-ship direct fire guns, if you can. You'll eat up your ordinance on fighters, and have less to deal with the carriers when they come. Anti-proton beams and meson blasters are thus preferable in the face of fighter-laden enemies.

My latest and greatest anti-fighter ship is a light cruiser, packed to the gills with point defense and engines, but also possesses an anti-proton beam and a crystalline missile, thus giving it some defensive measures in a singlet or pair, and adds to the punch of a task force. Some of my fleet-only screening elements possess a much heavier beam that doesn't target fighters, since they come in pairs anyway, and have their charge's point defense as well.

In conclusion, escort vessels, point defense, and plenty of armor and shields are the best defense against fighter swarms. I would not suggest countering with a fighter swarm of your own, as this bogs down a computer's resources faster than anything, and often times, the enemy fighters ignore yours, unless during a station assault (at which point I might add that PD satellites add to a fixed fort's defenses).

PS: I earned most of my smaller weapons through treaties with other empires, but I think a level in smaller weapons allows you to evolve smaller weapons along with the tech levels for their greater cousins.
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Old November 24th, 2007, 08:31 PM

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Default Re: Tech tree for troop weapons

Can you explain more about what smaller weapons does?

Oh, and what are some examples of event severity and frequency?
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  #6  
Old November 24th, 2007, 09:00 PM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Tech tree for troop weapons

Severity: One of your stars is going nova.

Frequency: Three of your stars are going nova.
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Old November 25th, 2007, 06:05 AM

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Default Re: Tech tree for troop weapons

Quote:
narf poit chez BOOM said:
Severity: One of your stars is going nova.

Frequency: Three of your stars are going nova.
That would be a catastrophic, no? Is it worth playing with these event settings? I've tried it and all its done so far is to occasionally make a ship lose all its supply and ordinance. Not that big of a deal, but quite a hassle in between pitched battles.
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  #8  
Old November 25th, 2007, 05:25 PM
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Default Re: Tech tree for troop weapons

The stock event rates are really low. Its more fun to add a whole slew of new events (including positive ones) and ramp up the chance values.
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Old November 25th, 2007, 05:54 PM

Siirenias Siirenias is offline
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Default Re: Tech tree for troop weapons

By the way...anyone ever seen space monsters in game? I saw the value for them somewhere...
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Old November 25th, 2007, 07:58 PM
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Default Re: Tech tree for troop weapons

They were never coded into SE5. The best we have is the Space Monster race from Devnull Mod SE4.
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