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June 18th, 2001, 03:19 AM
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Private
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Join Date: Jun 2001
Location: Coventry UK
Posts: 16
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Re: Best satellite design?
I find one of the best use for is a spy sats you hide them away in a system and find what ship are heading your way. Why use sat for defence when you got fighter - just an idea.
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June 18th, 2001, 03:19 AM
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Private
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Join Date: Jun 2001
Location: Coventry UK
Posts: 16
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Re: Best satellite design?
I find one of the best use for is a spy sats you hide them away in a system and find what ship are heading your way. Why use sat for defence when you got fighter - just an idea.
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June 18th, 2001, 12:03 PM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
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Re: Best satellite design?
Some of the stellar storms in the game are marked "This storm is opaque to most sensors...". Is it telling me that a LR sensor can't see out from the storm, can't see into the storm, or neither?
CW
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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
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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
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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
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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...
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You can make friends at home!
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