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Old March 3rd, 2002, 12:27 AM

Phoenix-D Phoenix-D is offline
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Default Re: newby\'s guide to ship and fleet strategy

As long as you're talking armor, try Organic. Organic armor w/ no weapons ships make really handy battering rams. That extra research cost really kills the "rush" idea though.

"SO take your "balanced" approach and chuck a few capital missiles and try to fight "smart"."

Heh. Screw the balanced approach, it's not a good idea. Specialization. Just ran a test. 10 destroyers armed with 4 CSMI, speed 6, destroys your "uber crystal" ships almost 100% of the time. Most of the time they don't even loose a ship doing it! And these ships can be built much sooner than your destroyers.

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Old March 3rd, 2002, 12:30 AM

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Default Re: newby\'s guide to ship and fleet strategy

"comabt turn, my fleet can take 4000kt before EVEN BEING DMANAGED."

Wrong. Your fleet can take *100kt* of damage before being hurt. Then you start loosing armor. Once you've taken 400kt of damage, you start loosing internal components. Your fleet isn't just one big ship!

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Old March 3rd, 2002, 02:02 AM

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Default Re: newby\'s guide to ship and fleet strategy

and if your enemy always attacks with lots of armor and shilds then a lovely super sized null should clean up that mess...... Or the often over looked temporal weapons.....
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Old March 3rd, 2002, 02:11 AM

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Default Re: newby\'s guide to ship and fleet strategy

His attack would be too early in the game for null-space. Besides, why waste the cash when CSMI ships can bLast the attacks away until he gets PD?

EDIT: If you're speaking in general, yeah. null-space really shines when you're attacking heavily-defended targets.

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[ 03 March 2002: Message edited by: Phoenix-D ]

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Old March 4th, 2002, 06:32 PM
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Default Re: newby\'s guide to ship and fleet strategy

The best way to handle crystalline armor is PPB.
Untill the guy with crystalline armor gets phased shields (looong way to research), crystalline effect gives no protection whatsoever.

I almost always finish physics I + physics II before turn 20.
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Old March 4th, 2002, 08:11 PM
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Default Re: newby\'s guide to ship and fleet strategy

Missiles are good too, since all of them stack into one hit.

5 CSM 1's do 375 damage: you'd need 750KT of crystalline armor III's, plus 400 shield points to defend against that.

And by the time you've got that defensive tech (Dreadnaughts, Crystal 3, shields x), your opponent will have reached bigger missiles
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Old March 4th, 2002, 08:21 PM
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Default Re: newby\'s guide to ship and fleet strategy

quote:
Originally posted by Phoenix-D:
"comabt turn, my fleet can take 4000kt before EVEN BEING DMANAGED."

Wrong. Your fleet can take *100kt* of damage before being hurt. Then you start loosing armor. Once you've taken 400kt of damage, you start loosing internal components. Your fleet isn't just one big ship!

Phoenix-D




GUTB,

Phoenix-D is right, unless you had your targeting options to have something odd like least damaged. Normally, I target ships with Has Weapons, Nearest (better to hit), Biggest (better to hit), Most Damaged. But you may want to go with Has Weapons, Most Damaged, Nearest, Biggest to make sure you keep working on a ship that has damaged armor so you do not spread the damage around.

With that strategy, a ship will be targetted until it cannot shoot any longer. Focus first on the ships that can harm you. Even if you lose, they have to pay maintenance on the crippled ones and your early hoard is not likeley to have any repair ships near by.

[ 04 March 2002: Message edited by: LGM ]

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