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  #11  
Old July 19th, 2001, 07:56 PM
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Dracus Dracus is offline
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Default 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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  #12  
Old July 19th, 2001, 08:05 PM
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Suicide Junkie Suicide Junkie is offline
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Default 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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  #13  
Old July 19th, 2001, 08:20 PM

Nitram Draw Nitram Draw is offline
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Default 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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  #14  
Old July 19th, 2001, 09:47 PM

Sinapus Sinapus is offline
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Default 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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