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July 19th, 2001, 04:04 AM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
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Re: No ruins?!
quote: The 30 turn reload dosen't matter in this case, since your ships aren't designed to survive very long, and just need all their damage to hit in one burst before they die.
Isn't it much cheaper to build a bigger ship that acutally SURVIVES the fight??!?
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July 19th, 2001, 04:15 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: No ruins?!
quote: Isn't it much cheaper to build a bigger ship that acutally SURVIVES the fight??!?
Not nessesarily.
If you had 3 FGs that could take down a BB, by using the massive shield depleter and ramming warheads, it would be worth it.
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July 19th, 2001, 06:49 PM
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Corporal
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Join Date: Apr 2001
Location: Beer-Sheva, Israel
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Re: No ruins?!
Those weapons can be useful, when used right.
Make a fleet, put two-three ships with this one and the "strongest" ship at top of the targetting. Ths strongest ship will have nice surprise  .
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July 19th, 2001, 07:56 PM
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Captain
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Join Date: Jan 2001
Location: Dallas, Texas
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Re: No ruins?!
You can take out Bigger ships with escorts if you design them with with the enemy weakness in mind.
I have attacked Battleships that had no missle defense with missle escorts and won.
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July 19th, 2001, 08:05 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: No ruins?!
Exactly!
The most common "weakness" is a heavy reliance on heavy shield generators, which are neutralized by the Massive Shield Depleter.
With the pitiful armor in classic SE4, you have no choice but to load up on shields for defense.
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July 19th, 2001, 08:20 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: No ruins?!
It also points out why you need a balanced fleet. If you rely totally on one type of weapon you will be easily defeated.
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July 19th, 2001, 09:47 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: No ruins?!
quote: Originally posted by Nitram Draw:
It also points out why you need a balanced fleet. If you rely totally on one type of weapon you will be easily defeated.
Same thing might apply with fighters as well. Trying to get to a point where I can test heavily armored/shielded (more armor than shields since there is that problem with fighters and shields) fighters to act as "Wild Weasels". Send them in ahead of my small-rocket pod Groups to set off the point defense cannons of the enemy targets, er ships. Wanted to try timing missile salvos to precede the first wave of fighters, but that's a bit too difficult and I think the PDC's reload after they fire at seekers since IIRC, seekers move Last.
Hmm... that reminds me of something I've been wishing: make seekers move their full speed when they are launched.
[This message has been edited by Sinapus (edited 19 July 2001).]
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