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October 19th, 2004, 01:41 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: A poll on three components
Quote:
bbq said:
Do you ever use:
1. Auxiliary Control.
2. Scanner Jammer.
3. Shield RE-Generator[/i][/b]
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1. No.
2. Very rarely. Usually only when an opponent has the Talisman, and then only occasionally.
3. Very rarely. Maybe if an opponent is using a lot of weaponless ship capture ships.
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October 19th, 2004, 05:01 PM
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General
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Join Date: Jul 2001
Location: Canada
Posts: 4,603
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Re: A poll on three components
1. no always use MC/B/LS/CC on ships at or above 800kt
2. No. Rather Place Armor there as your ship gets scanned as soon as you hear " Round 1 Fight"
3. only if crystaline 
__________________
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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October 19th, 2004, 05:26 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
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Re: A poll on three components
Quote:
bbq said:
Do you ever use :
3. Shield RE-Generator. This one puzzles me the most. The most powerful Shield Re-Generator makes 25 shield points a turn. Instead of using one of those why not throw in a normal Shield Generator for 300 regular points or 375 phased points instead? It almost seems that in order to make these worthwhile they need to regenerate x number of points for all shield generators.
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Only on the very biggest ships. Suicide Junkie worked out the numbers a while ago, if the ship survives 7 combat turns, then its better off with a shield regenerator, than one more shield generator.
I've seen my heavy carriers and planet bombarding baseships, for example, live long enough to benefit from the shield regenerator.
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October 19th, 2004, 06:28 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: A poll on three components
It should be noted that the math is based on ">7" turns of taking damage, not just ">7" turns. They do not generate shield points when shields are at maxumum. And there are some caveats.
The ">7" comes from the fact that in >7 turns, the shield regenerator creates >7 x 25 or >275 (or effectively 300) shield points. However, even if your ship Lasts >7 turns, if you get all your shields depleted before turn 7 and some of your shield regenerators or shield generators get destroyed, this does not work.
Clear as mud?
Slick.
__________________
Slick.
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October 19th, 2004, 07:03 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
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Re: A poll on three components
Quote:
Slick said:
It should be noted that the math is based on ">7" turns of taking damage, not just ">7" turns. They do not generate shield points when shields are at maxumum. And there are some caveats.
Slick.
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Yeah, but there's the case of a carrier, that gets whomped at a warp point, then runs away launching fighters, will get it's seven turns to recharge, and be ready when ships are free to chase after it.
Likewise, the shields regenerate during the "missile dance" a heavily shielded ship does over a planet. More so for bbq, I think, because pre-Gold does the missile dance worse, do I recall correct?
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October 21st, 2004, 02:12 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: A poll on three components
I only use auxiliary controls in the early game when I haven't researched armor yet. Sometimes I design a ship and I have 10 kT of space left and the auxiliary control is the only thing that fits. Once I've researched armor, I put a piece of armor in that Last 10 kT space.
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