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Old March 9th, 2007, 12:47 PM

StarShadow StarShadow is offline
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Default Re: SE4 Advice on Fighters.

My suggestion, first off drop the emissive armor, on fighters it's completely useless, use shields. Secondly, (in my opinion) PPB on fighters isn't very good either, if you have racial tech weapons use those instead, except for maybe the crystal race (unless your foes use a lot of armor). For normal weapons, rocket pods are good for heavy damage and APB's are good for general use. Fighters can be useful even into the late game, what you need to concentrate on is building *huge* amounts of them.
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Old March 9th, 2007, 01:21 PM

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Default Re: SE4 Advice on Fighters.

Quote:
StarShadow said:
My suggestion, first off drop the emissive armor, on fighters it's completely useless, use shields. Secondly, (in my opinion) PPB on fighters isn't very good either, if you have racial tech weapons use those instead, except for maybe the crystal race (unless your foes use a lot of armor). For normal weapons, rocket pods are good for heavy damage and APB's are good for general use. Fighters can be useful even into the late game, what you need to concentrate on is building *huge* amounts of them.
I think I stated the wrong weapon. They have the Photon Beam at max level 3 for fighters.

Rocket Pods means you must get to range 2 and I'm getting shot up far away. I only have Rocket Pods 1, will they get more range with higher levels?
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Old March 9th, 2007, 02:04 PM
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Default Re: SE4 Advice on Fighters.

Romulus68 said:
Rocket Pods means you must get to range 2 and I'm getting shot up far away. I only have Rocket Pods 1, will they get more range with higher levels?


IIRC, they get up to range 3 at max level. You're looking to make many small fighter groups of these, perhaps groups of 3, and let their considerable punch wreck ships after they've at least some groups have survived point defense.

Medium fighters are probably the most viable. They have moderate innate defense, and you can augment with ECM and shields.
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Old March 9th, 2007, 05:30 PM

Romulus68 Romulus68 is offline
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Default Re: SE4 Advice on Fighters.

Quote:
Arkcon said:
Romulus68 said:
Rocket Pods means you must get to range 2 and I'm getting shot up far away. I only have Rocket Pods 1, will they get more range with higher levels?


IIRC, they get up to range 3 at max level. You're looking to make many small fighter groups of these, perhaps groups of 3, and let their considerable punch wreck ships after they've at least some groups have survived point defense.

Medium fighters are probably the most viable. They have moderate innate defense, and you can augment with ECM and shields.
How do I make them launch in units of a specific size? (this is my first SE4 game)
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Old March 9th, 2007, 08:10 PM
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Default Re: SE4 Advice on Fighters.

The fighter group size depends on the carrier's launch strategy.

See: Empire Options (crown) -> Strategies (text button on right)
http://imagemodserver.mine.nu/other/...chStrategy.png
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Old March 13th, 2007, 11:51 AM

Romulus68 Romulus68 is offline
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Default Re: SE4 Advice on Fighters.

Adding shields has made a HUGE improvement to their survivabilty to PD's. I highly recommend Shields over armor on fighters. Also, the smaller groups of fighters fair better as well. In SE4 it let me make them 5 fighters per group as the smallest grouping.
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Old March 9th, 2007, 05:41 PM
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Default Re: SE4 Advice on Fighters.

Quote:
Romulus68 said: Rocket Pods means you must get to range 2 and I'm getting shot up far away. I only have Rocket Pods 1, will they get more range with higher levels?
No, they just do more damage. Since their reload rate means only one shot per battle, I only use them when I don't expect the fighter to survive long enough to get two shots.

There aren't any fighter weapons in stock with a range over 3. I agree with the others who've suggested small groups of heavily shielded fighters.

The size of your fighter groups is set in (F11) Empire Status/Strategies/Launching. (That's also where you set number of drones launched per target.)
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