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September 29th, 2001, 04:16 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Fighters! What are they good for?
ahh but fighters are cheap to build and require no maintence.
All comes down to balance. Fighters can tip the scale in a battle.
Now if you actually controlled combat fighters value jumps 100 fold.
I use them. A fleet without them can be destroyed quickly.
Jump an enemy with 3000 fighters and see what survives.
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Inter arma silent leges
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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September 29th, 2001, 04:53 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Fighters! What are they good for?
anyone tried the trick with the Heavy Carrier and the shipyard anymore?? (I think it was with a hvy carrier, ship space yard and fighters with kamikaze warheads....use them like 'missiles', use the carrier to build more after each battle)....Tried it a few patches ago, worked ok...Never tried it in strategic combat though...
I also love to build Starbases on wormholes with lots of fighters/launchbays onboard, this works good for planets too, use bases with cargo bays/launch bays to suppliment the planet space (or to leave planet space for those 1 armor riot troops....)
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"We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
"Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by."- Kevin McCarthy/David Silva "The Family:Special Effects"..
[This message has been edited by Deathstalker (edited 29 September 2001).]
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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September 29th, 2001, 04:55 AM
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Corporal
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Join Date: May 2001
Location: Sydney, Australia (the 3rd island!)
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Re: Fighters! What are they good for?
Actually I think fighters could be made alot better if the range of point defence was alot less (like 1 or 2 or something) or alternatively the fighter's weapon ranges were much greater (like 5 or 6)
Then they could get a shot of before the point defence hit.
Askan
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It should never be forgotten that the people must have priority -- Ho Chi Minh
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September 29th, 2001, 04:57 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Fighters! What are they good for?
I think that point defense is TOO powerful, I believe that missile rof should be 2, (maybe 1 for crystal torp, too low damage), and pdc should have a rate of fire of 2....but heck that is just me... 
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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September 29th, 2001, 06:35 PM
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Private
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Join Date: Sep 2001
Location: Manchester, PA USA
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Re: Fighters! What are they good for?
There is one minor fighter bug that I have used to get around the limitation of not being able to launch a fighter from a planet and being able to move it in the same turn.
The trick is to launch a fighter the previous turn (only need one), if you did this, then the fighters you launch the current turn CAN move the turn they launch!
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September 29th, 2001, 07:18 PM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
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Re: Fighters! What are they good for?
quote: Originally posted by Deathstalker:
anyone tried the trick with the Heavy Carrier and the shipyard anymore?? (I think it was with a hvy carrier, ship space yard and fighters with kamikaze warheads....use them like 'missiles', use the carrier to build more after each battle)....Tried it a few patches ago, worked ok...Never tried it in strategic combat though...
Can your space yard sustain the losses? I really doubt it...
On to the topic of missiles, I just discovered why everyone likes seeking parasites. I figured out that I could design a mean-and-nasty DN that a homeworld can build in TWO (!!) turns at the normal rate of 4800!
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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October 1st, 2001, 06:47 AM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Fighters! What are they good for?
When I played more, I would group my fighters in Groups of 80 and put them in the fleet with my other ships before I attacked. I found that small fighters with the most primitive weapon seemed to survive better that way against the PDC than when I launched them from a carrier.
I think the best thing about fighters is that they don't affect your score. So, you can build a huge maintenance-free armada of fighters at every colony and not have to worry about becoming Mega Evil Empire before you are ready to start annihilating everyone in sight.
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