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  #1  
Old September 29th, 2001, 04:16 AM

tesco samoa tesco samoa is offline
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Default 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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Old September 29th, 2001, 04:53 AM
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Default 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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[This message has been edited by Deathstalker (edited 29 September 2001).]
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Old September 29th, 2001, 04:55 AM

Askan Nightbringer Askan Nightbringer is offline
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Default 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.

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Old September 29th, 2001, 04:57 AM
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Default 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...
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Old September 29th, 2001, 06:35 PM

fishnetPA fishnetPA is offline
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Default 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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Old September 29th, 2001, 07:18 PM

CW CW is offline
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Default 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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Old October 1st, 2001, 06:47 AM
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Default 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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