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October 18th, 2000, 03:22 AM
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Corporal
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Join Date: Aug 2000
Location: CCTXUSA
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Re: Strategy tip for carriers
Hmnn,, well I primarily use a 4 ship fleet with 3 designs. 1 Explorere, one of Ship 2 and 2 of ship 3.
Ship one is the explorer.
Ship 2 is another carrier.
Master Computer
Quantum reactor
6 engines
14 fighter bays
2 organic armor
1 shield generator
2 PDs
1 heavy mount ionic disperser R6 120
(should take out 6 engines per shot)
1 heavy mount hyper-plasmic bolt Rg 8 150/90
combat sensors
ECM
28 of the same fighters as on the explorer
1 shield depleter Range 2 15X14=210
1 Electric discharge Range 3 20X14=280
Ship 3 is a cruiser
Master computer
Quantum reactor
6 engines
2 organic armor
2 shield gen
3 PDs
multiplex tracking
combat sensors
1 large mount shield depleter R7 300
(1 large mount ionic disperser R6 80
(should take out 4 engines per shot)
1 large mount hyper-plasmic bolt R8 100/60
1 large mount enveloping acid globe R8 200
The first 3 are fire rate 1. The acid thing is fire rate 2 and very effective against planets.
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Wingte
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Wingte
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October 19th, 2000, 02:57 AM
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Major
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Re: Strategy tip for carriers
I have to totally agree with you, fighter capacity is very important. But, if you can only launch like three fighters a turn, it wont be too long before they get over to you, and you wont have much of a fighter group (By the way, Ive gotten fighters with 9 moves, and well armed. So in a carrier vs carrier, I could launch a lot of fighters fast, while you launch 2 or 3 at a time. I would zoom over, and pound you easily) Of course, Im assuming that all fighters are in the hangars before combat begins.
My goal with carriers is to balance launching capabilities with cargo, I try to be able to launch 15-20 fighters a turn or better, and that leaves enough room for Cargo Bays.
Also, I forget about CAPs. Having a group of fighters patrolling with the carrier would be a good defense idea (but fighters cannot go through warp points! so your carrier would have to recover fighters, go through the point, and relaunch)
[This message has been edited by Instar (edited 19 October 2000).]
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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October 19th, 2000, 06:29 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Strategy tip for carriers
It's also good to have a group of fighters in the same fleet outside of the carrier. "On patrol" if you will. Also, you can't have a carrier that launches only 3 fighters per combat turn. All carriers must be at least 50% fighter bays. With level 1 bays on a light carrier you can launch about 14 fighters per turn(1 per bay). You can launch 2 per fighter bay at level 3 doubling your launch capacity at higher techs.
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October 19th, 2000, 06:54 AM
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Corporal
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Join Date: Aug 2000
Location: Fairfax, Ok, USA
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Re: Strategy tip for carriers
Cargo works in place of those fighter bays. At least always has for me. If one was stupid they could make a carrier without any fighter bays.
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Lord Darwin,
Space Empires Fan since
Space Empires 2 in 1995
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October 19th, 2000, 09:32 PM
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Corporal
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Join Date: Sep 2000
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Re: Strategy tip for carriers
Carriers are an important part (some would say core) of any combat fleet. The demo reduces their effect because of the limitation on fighter research level. They can be expected to play a larger role in the full Version and most multiplayer games. As to design, defense of the carrier is extremely important. A carrier's most dangerous opponent will be fighters from opponent carriers. Remember the Battle of Midway. Point-def is a must, along with shields. A carrier should not have to carry any large weapons (maybe a meson bLaster if you have 30kt left). Fighters also should be used as interceptors, not Last line defenders for the carrier. Destroyers should fill this role, while you send the fighters and LC's into the thick of it. Again, remember the battle of Midway. If you don't recall it, read about it!
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October 20th, 2000, 01:14 AM
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Major
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Re: Strategy tip for carriers
Yes, you have to arm carriers, or else they die real fast! I usually put some PDs on, and maybe a few regular weapons
You have to have good fighter weapons and stuff too. You can make all kinds of fighters now, bombers, etc
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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October 20th, 2000, 04:40 PM
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Corporal
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Join Date: Sep 2000
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Re: Strategy tip for carriers
Instar,
I agree that PDs are needed. In my post I said the PDs are a MUST. I would not consider PDs an offensive weapon. My point is that the fighters need to be used as the weapons for carriers. Use the space you would use for other weapons for more cargo/fighter bays and shields/PDs.
I would qualify my statements by pointing out they have only been used in tactical combat.
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