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  #21  
Old September 11th, 2001, 04:28 PM

Captin Captin is offline
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Default Re: Poll: Ship design strategy

Put me down for Nimble and Frail.

My favorite is:

BC
Max Speed
1 or 2 shields
4 Large Mount PBB 5
3 PDC

Can get to bases, and can stick and move everything else
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  #22  
Old September 11th, 2001, 11:03 PM
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Default Re: Poll: Ship design strategy

quote:
I had a DN filled up with about 6 of those (heavy mount) and in 30 combat turns it wouldn't even kill all the weapons on another DN that didn't fire back
A specialty weapon does not leave any "excess" damage, so if it cannot destroy a weapon, it does nothing. You need to use it against smaller-mounted weapons, or at point-blank range (to increase damage).
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  #23  
Old September 12th, 2001, 04:09 AM
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Default Re: Poll: Ship design strategy

Ya, I normally use tactical, so I can use the weapon killers where they will actually kill weapons. Like I can have all my ships in range target an enemy PDC ship so any fighters I'm using don't get pulverized. If it's a ship with only uber-sized guns, I'm not going to waste my firepower on it.

Sometimes too I'll ditch the weapon killers on my attack ships and just put them on defense ships. Their purpose is basically to kill if possible, and if not, severely maim, attackers. Take out repair ships and you effectively kill an invasion while reinforcements arrive. Would be nice if I could have more control over the combat AI so I could use this strategy in multiplayer (once I figure out what the heck is wrong with my computer )
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  #24  
Old September 12th, 2001, 05:31 AM

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Default Re: Poll: Ship design strategy

I generally perfer high ECM ships. Usually only one shield generator, stealth and scattering armor, and longer ranged weapons. The ECM and armor give -90% to Hit and along with my normal racial -25% to Hit allow my ships to Last even with a fairly low amount of shields.
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  #25  
Old September 12th, 2001, 04:40 PM

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Default Re: Poll: Ship design strategy

They do not have a tractor beam with a large enough range to be via able

why would you need to drag something only 4 squares away closer ?

i want something that can bring things in from 20 squares away

ok going a bit over board there but you get the point

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  #26  
Old September 12th, 2001, 06:48 PM

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Default Re: Poll: Ship design strategy

quote:
Originally posted by CyC:
They do not have a tractor beam with a large enough range to be via able

why would you need to drag something only 4 squares away closer ?

i want something that can bring things in from 20 squares away

ok going a bit over board there but you get the point



What if you are using Ripper Beams with a range of 3 like my close combat class of DNs? In fact if you have two opposing ships each beefed up with over 100% defensive bonus (ECM, stealth/scattering armour, racial points...), that two or three squares in range makes a hugh difference in weapon accuracy.

By the way, a normal mount tractor beam operates exactly like a massive mount one, so you can forget about anything over a normal mount. That 20kt of space for the tractor combined with a 40kt heavy mount repulser beam (on my DN) is quite well spent in my opinion.


[This message has been edited by CW (edited 12 September 2001).]
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  #27  
Old September 12th, 2001, 07:53 PM

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Default Re: Poll: Ship design strategy

I guess I go for Balanced muscle ships. First LC, then BC's. Skip Cruisers. Max engines and solar sail, speed 10. 5 large PPB, all armor, maybe one shield. ECM etc all standard. Then research Battleships and engines 7, so that the BB get speed 10 too. One PDC on each ship, plus a few dedicated LC PD ships. As weapons I use mostly PPB, later on added some shield depleters, and some null space ships especially against organics. This is all on PBW , strategic combat. Retrofit all to have MC when you meet a Psychic race, and use SDD because of the low amount of shields you are vulnerable to boarding parties.
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  #28  
Old September 12th, 2001, 07:56 PM
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Default Re: Poll: Ship design strategy

What SE4 needs is an ER tractor beam.
IE: Tractors that reach out 8-12 squares, and do 1-2 "pull" damage.

EDIT: I've already modded it, and it can be found in P&N v2, plus P&N Classic, maybe even earlier Versions. Feel free to copy the ER beams.

[This message has been edited by suicide_junkie (edited 13 September 2001).]
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  #29  
Old September 12th, 2001, 11:34 PM

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Default Re: Poll: Ship design strategy

easy to mod. Either create the weapon or add the range enhancement modifier for weapons.

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  #30  
Old September 13th, 2001, 01:03 AM

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Default Re: Poll: Ship design strategy

Fast/Muscle hybrid.

"Hit 'em fast and hard, then get the hell out of Dodge," as I like to say. Tractor/Weapon/Repulsor strategy is mandatory for this philosophy.
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