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June 19th, 2001, 06:51 PM
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Sergeant
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Join Date: Apr 2001
Location: Minneapolis, MN, USA
Posts: 222
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Re: Best satellite design?
I like CSM on a Satellite at planets in Simultaneous games early on. True, the attack might come from the other side of the planet, but the attacker cannot be sure, so he has to consider the Satellites in planning his attack. Use the left over 20 KT for PDs or some other 20 KT beam type weapon so they will not be as vulnerable to Fighters later on.
Satelittes are great at Warp Points, but you have to build a ship to deploy them
If you are using Emergency builds early on (build colonizers quickly or ship yard bases), you can build Satellites during the slow turns as extra defense.
If you are on a large or huge world, W. Platforms perform better than Satellites. On smaller worlds you need the cargo space to make units(Troops, Satellites, Mines and Fighters), so Satelittes are a better static defense.
Once I have Mines or Fighters, I prefer building those for defense.
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June 19th, 2001, 07:03 PM
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Private
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Join Date: Jun 2001
Location: Penfield NY USA
Posts: 45
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Re: Best satellite design?
If you are going to place satellites at a warp point, have a combo of engine damagers, wep damagers, and PD weps. They will get through with enough ships, BUT they will be "softened up!"
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June 19th, 2001, 08:14 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
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Re: Best satellite design?
I was just happy when I discovered the Religious Talisman and pretty much don't have to worry about 'to hit' modifiers on Sats anymore. Throw in a few Shield Depleters with beam weapons and anyone coming through that warp point is in trouble!
I've found lately, however, that some AI put multiple shield generators on their sats...let me tell you, having an entire dreadnought only able to take out one or two sats a turn is ANNOYING. heh heh
I currently play a modded Devnullmod, and mines have become useless. Any fleet can pretty much bulldoze a minefield nowadays. *sigh*
zen
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June 19th, 2001, 08:33 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
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Re: Best satellite design?
quote: Originally posted by zenbudo:
I currently play a modded Devnullmod, and mines have become useless. Any fleet can pretty much bulldoze a minefield nowadays. *sigh*
A modded mod? Wow...
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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June 19th, 2001, 09:44 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
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Re: Best satellite design?
quote: Originally posted by zenbudo:
I was just happy when I discovered the Religious Talisman and pretty much don't have to worry about 'to hit' modifiers on Sats anymore. Throw in a few Shield Depleters with beam weapons and anyone coming through that warp point is in trouble!
I've found lately, however, that some AI put multiple shield generators on their sats...let me tell you, having an entire dreadnought only able to take out one or two sats a turn is ANNOYING...
Are you currently using only PDC on them? I have found that with a PPB and Talisman equipped Battle Cruiser (and regular shields on the sat's of course), I can take out 10-12 sats per combat turn.
I'm not using any 'packaged' mod's - only a few to change production / system setup / etc and not battle situations...
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June 20th, 2001, 03:11 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
Posts: 203
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Re: Best satellite design?
rdouglass: Heh...no doubt! A couple of things, though: Devnullmod's satellites are bigger (up to 160kt!), and the PDCs can't target sats -- only seekers -- but has minesweeping ability. So essentially, satellites are more useful, and mines less so. Also, there are different weapon mounts for the sats, too, so they can actually be dangerous against starships now. [in a nutshell]
Jubala: Yup, a modded mod. I added one or two things and deleted one or two things for play balancing. I also incorporate some elements of other peeps' mods to basically make a fun 'master mod' (like Tampa's sounds with Devnull's components). I actually go through every single change item-by-item in order to approve them for the master mod. Let's see...the current size of the full mod with new races and everything: 84MB.  (I also substituted the a lot of in-game graphics (components, events) for others)
zen
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