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  #1  
Old March 5th, 2004, 08:31 PM
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Default Re: Temporal Strategy

Quote:
Originally posted by Tanus:
I have tried the strategy of using seekers to outrange weapon platforms, and even with all seekers (no beam weapons) and max. weapon range, the ships go into range of the planet (not too bright).
doing it wrong. make a custom strategy, max range / dont get hurt. target nearest. that way, you wont try to move into range while ignoring a near danger. and you will run away while reloading instead of closing while reloading.

also, dont put PD on your missile ships. if you do, they will close with missiles, sats, drones, and fighters. use dedicated PD ships instead.
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Old March 5th, 2004, 09:12 PM
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Default Re: Temporal Strategy

Quote:
Originally posted by Puke:
also, dont put PD on your missile ships. if you do, they will close with missiles, sats, drones, and fighters. use dedicated PD ships instead.
But remember to put one dummy beam weapon on your PD ships so they won't just run off in the corner like the cowards they are
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Old March 5th, 2004, 09:36 PM

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Default Re: Temporal Strategy

You know, I used to think I was pretty darn good at SEIV...then I found out about PBW. And got my arse handed to me on a platter...every single time to date!

Join PBW. Humility will follow.

thanks,

alarik

EDIT: didn't mean to imply that the posters ain't humble, just thought it sounded like a good catchphrase (Like "join the navy, see the world..." "join PBW, get humbled...")

Quote:
Originally posted by spoon:
quote:
Originally posted by Griffin Cloud:


Started with, ancient tech, temporal tech, advanced storage. Artisans. Increased space combat modifiers and maintenance/repair/construction. 1 Homeworld, AI bonus.
Try taking Hardy Industrialist to get the most out of your Temporal Spaceyards. Drop repair (and something else) to 50% to get the points.

And I suggest using a different culture -warrior/berserker are good for combat, merchant lowers your maintenance quite a bit, and engineers would bump up your construction even more.

And then, when you are feeling invincible, prepare to be humbled in a PBW game against other humans (and Eee).



[ March 05, 2004, 19:37: Message edited by: alarikf ]
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Old March 5th, 2004, 09:37 PM

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Default Re: Temporal Strategy

That post reminds me of when I first got SEIV - everything was new and "Hey, look what I found!" ...remember that? ...when everything was new?

...and another looses his (known) life to the addiction we all call SEIV....

Just my own personal suggestion: NEVER get rid of the Advanced Storage trait. ...and if you want more challenge, leave most of your setup points unused and the AI bonuses high. After a while you WILL beat up on the AI using all your points....
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Old March 6th, 2004, 12:39 AM
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Default Re: Temporal Strategy

[quote]Originally posted by Puke:
Quote:
Originally posted by Tanus:
[qb] ...
also, dont put PD on your missile ships. if you do, they will close with missiles, sats, drones, and fighters. use dedicated PD ships instead.
Much better solution: select "don't fire on seakers, fighters, etc" in max. range strategy for missile ships. PDC will still fire on everything in range but ships won't go hunting !
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Old March 6th, 2004, 02:43 AM

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Default Re: Temporal Strategy

Quote:
Originally posted by Tanus:
To be honest, I haven't used the temporal tree all that much, as I've found that no weapon does more damage/turn than maxed out anti-proton beams, and they always seem to win out over designs using more unique weapons (in strategic combat)
Gotta agree with you there. My favorite Endgame design uses APB 12's and they can typically handle impressive numbers. I recall one PBW game where it was a first military encounter with my ships and another empires. I had attacked his fleet of 25 with my 5. I didn't expect my ships to survive. I just wanted to slow them down so that my fleet of 42 that was on the way from the next system could finish the job. Turned out that his ships were too diverse in there function and didn't have the fire power needed. He fired first and I didn't loose a single ship of the five. Of course, he learned quick and our next encounter didn't go as well...

[ March 06, 2004, 00:44: Message edited by: bearclaw ]
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Old March 6th, 2004, 07:55 AM

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Default Re: Temporal Strategy

OK I am not gonna reply to all of you one at a time because of too many Posts. So I will reply on strategies.

Yes, enough beam weaps will do alot of dmg. But when I do use them I mix them with shield accelerators for max dmg. I prefer to use tachyon cannons because they have a better dpt (dmg per turn) in most cases.

Organics: Yeah they are a pain, but temporal tech also has armor skipping weps . I could also just use null-space (which I keep at least one of on my designs to knock out engines/weps) or I could use weapon destroying weps, which go through armor . Organic is not the end-all be-all of SE4. Tried it, didn't like so much If you keep the dpt up, you can easily beat organics with their fancy armor. Plus, quad dmg weps still do 90 dmg with one hit, so they are not useless against those

Troops: Still don't like them at all when playing end game. I would rather scorch earth. My 5 systems are usually twice the size in population and production than their 20-30. Plus it creates a nice buffer zone when playing against ai.

Tactical: I almost always do tactical combat. 9 times out of 10 I am smarter than letting the compie do my grunt work. Wormhole weapons are a godsend for tactical. It's called crowd control (learned from everquest, believe it or not). I can concentrate my fire while their ships have to keep coming at me from 20 sectors away I can usually use smaller fleets to accomplish bigger goals.

PBW: I would probably never play. I am a tactical player to the end! I don't trust computer skirmishes (see below post about losing 45 well designed ships).

So there ya go. Keep telling me your opinions!
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