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March 14th, 2005, 02:21 AM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Jumping in at the deep end
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Jtownsend said:
EDIT: In purely combat terms, how important are battleships with their heavy mounts, and are there improvements on them? I'm asking becasue of the emphasis people have put on the CL's 10% bonus and someone having mentioned that the heavy mount on a carrier is large and vulnerable in combat - and in simulator battles my carrier wasn't much of a fleet-conquering hero.
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Actually, the greatest benefit of battleships is the extra tonnage - 200 kt more than battlecruisers. The heavy mount is just a nice extra - unless you're going up against large heavily-crystalline-armored ships, in which case it's essential.
Once you get light cruisers, ship construction just isn't a very important tech for quite a while. The step up to cruisers is only an effective 80 kt with the extra CQ/LS requirement, and comes at the cost of the 10% defense bonus. Battlecruisers get you another 100 kt, which is nice but isn't as big of a deal as ECM, CS, and good weapons and the specialty armors. Battleships are the first really major improvement in combat power with a full 200 kt extra, but you need good stuff to put on them to really make good use of them, and better engines and solar sails are highly desirable to offset their lower number of engines.
Quote:
Jtownsend said:
EDIT2: I know a methane breather who is likely to oblige - there's a lot of Oxys in this game - Do I need to remove the existing population of my domed worlds? This would be something of a project, I'd think.
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For a planet to be undomed, all of the population on it must breathe its atmosphere. However, there is no requirement that you dispose of the previous inhabitants in a humanitarian manner (i.e. moving them to other planets), and just stationing a transport in orbit for one turn and repeatedly transferring population and jettisonning it out into space until only the breathers are left has no negative effect besides the actual loss of population. It doesn't even lower happiness on the planet you do it on. In stock, compared with the bonus from suddenly having 5 times as many facility spaces on the planet, the population loss is inconsequential unless the planet was very highly populated. So what if you lose a 2% production bonus for having 40M population? That's nothing compared to the 400% bonus the extra space gives you.
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March 14th, 2005, 02:46 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Jumping in at the deep end
Quote:
The heavy mount is just a nice extra - unless you're going up against large heavily-crystalline-armored ships, in which case it's essential.
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I would have to disagree. The following are calculations of Damage Percent / Tonnage Percent to show the increase in the damage ratio compared to the unmounted version of the weapon.
Large mount: 200 / 150 = 1.33x base damage
Heavy mount: 300 / 200 = 1.5x base damage
Massive mount: 500 / 300 = 1.67x base damage
Now to look at increases in damage between mounts:
Large mounted weapons do 33% more damage than unmounted weapons.
Heavy mounted weapons do 12.7% more damage than large mounted weapons.
Massive mounted weapons do 11.3% more damage than heavy mounted weapons.
While the increase from large to heavy mount is smaller than the increase from unmounted to large, it is still 12.7% more damage than you would do from a battlecruiser. This is quite significant, and should not be underscored. In my assessment, heavy mounts are most certainly not just a "nice extra," but are as necessary to use ASAP as large mounts are.
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March 16th, 2005, 11:08 PM
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Private
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Re: Jumping in at the deep end
I take it on a largish world it's going to take a good long time even to, eh colonize space? My cargo is handled atm by 2 cargo hold minelaying destroyers. So, one ship's worth per turn?
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March 16th, 2005, 11:17 PM
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Major
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Re: Jumping in at the deep end
 I'm not sure what you're asking about. Please clarify.
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March 16th, 2005, 11:29 PM
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Private
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Re: Jumping in at the deep end
Spacing the non-breathing pop points. In a simultaneous game, that'll mean turn after turn of moving pop to orbiting ships and then jettisoning cargo?
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May 15th, 2005, 07:49 AM
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Major
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Re: Jumping in at the deep end
Email sent.
I wouldn't worry too much about the opposition's strength. Not only does he have no racial combat bonuses, but his maintenance aptitude is merely enhanced. If he has twice your resource production, you can still support twice his military by size, and your ships will be much more powerful for their cost.
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May 16th, 2005, 01:52 PM
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Shrapnel Fanatic
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Re: Jumping in at the deep end
Quote:
The real disadvantage I'm facing right now is total inexperience - I noticed in the one battle I've fought, my "Break Formation/Wall" setup led to the BBs being left in the dust by the light cruisers; is this a problem? Is there a solution that isn't worse than the problem?
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With half of the engine classes, battleships and light cruisers move at the same speed in combat. When the light cruiser has an even amount of strategic movement points and the battleships have an odd amount, they get the exact same combat movement rate. Research more propulsion and stellar harnessing (for solar sails), if you haven't already. With maximum levels in these areas, LCs will be able to have a strategic move of 12 and combat move of 6, and BBs will have a strategic move of 11 and combat move of 6.
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