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  #41  
Old January 22nd, 2004, 06:38 AM

oogs oogs is offline
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Default Re: Ship weapon loadout

/me heads back to tinker with his ship weapon loadout. so far, i've decided that heavily shielded PD ships with lots of DF and M ships do the trick. oh, fighters are awesome too... it's funny to watch the AI use a carrier with ~240 fighters
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  #42  
Old January 22nd, 2004, 07:31 AM
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Default Re: Ship weapon loadout

Just play a PBW game and you will see how fighters are nearly useless...
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  #43  
Old January 22nd, 2004, 07:44 AM

Paul1980au Paul1980au is offline
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Default Re: Ship weapon loadout

Would like to see new fighter only weapons. Perhaps experience levels for fighter squardans ?

We have mines, fighters, sats, drons and what else could we have - fighters that could deploy mines in battle that could allow them to retreat and catch enemy ships ?

Fighter killing satelites ?

Throw some ideas around folks
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  #44  
Old January 22nd, 2004, 07:52 AM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Ship weapon loadout

Quote:
Ive got blanket assumptions about spamming to but i shall keep quite on that one. A good email spam filter is a good start and a firewall and so forth.
Fyron calls my off-topic Posts spam; that was what i was refering to. don't mind Fyron, he's just arguementive.
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  #45  
Old January 22nd, 2004, 09:12 AM
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Default Re: Ship weapon loadout

Oh don't worry, some of my Posts in this thread are spam too.
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  #46  
Old January 22nd, 2004, 09:14 AM
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Default Re: Ship weapon loadout

which is what i was bugging you about.

i have this urge to bug people who are overly serious to much. and you fit.
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  #47  
Old January 22nd, 2004, 01:59 PM

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Default Re: Ship weapon loadout

Quote:
Originally posted by Imperator Fyron:
Just play a PBW game and you will see how fighters are nearly useless...
And yet, just this turn, an enemy brought a whole fleet of carriers and minor ships against me...

This should be interesting.
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  #48  
Old January 22nd, 2004, 03:02 PM
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Default Re: Ship weapon loadout

Hmmmm, I don't know Primitive. Not that I am wont to defend a blanket statment by Fyron , I would have to say this one comes as close to being correct as any I have seen him make.

I've been in a few Koth games, and have yet to see fighters be more then a minor nuisance. Easily countered without too much trouble. Of course I have seen cases where they were a factor, but in those cases I have always been of the opinion the mere presence of any enemy forces was the factor, ie controlling colonization of a system. That the fact that they were fighters was irrelevant, and that a couple of actual warships would have been just as much of a factor.

About the only thing I can see them good for is a temporary stop gap measure. You get to a system first and don't have time to build a space yard and to get a warship built, so you pump out some fighters and cover the warp points while you bring up some ships.

I guess that alone keeps them from being totally useless, but would still fit into a definition of "nearly useless", which is what he said anyway.
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  #49  
Old January 22nd, 2004, 06:35 PM
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Default Re: Ship weapon loadout

I do not see why people are so concerned about me making alleged blanket statements. Everyone does so.

Primitive, as long as you do not do something stupid like stop using PDCs, you can definitely defeat all but the most massive hordes of fighters. But that requires being attacked by a much larger fleet of ships, which would probably slaughter you anyways if they had just used warships in the first place. Fighters can be useful in the extreme early game, before PDC becomes prevalent, but once you start putting a few higher level PDC on all your ships, fighters fall easily in large numbers. Hence, nearly useless. There are only a very small number of game situations in which fighters are not totally useless. KOTH play is not representative of SE4 PBW in general, because it generally forces at least some the combat to be occuring in those early stages of the game, before you can stick 2-3 PDC Vs on each warship without losing a significant amount of hull space.
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  #50  
Old January 22nd, 2004, 10:42 PM
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Default Re: Ship weapon loadout

Quote:
Originally posted by Imperator Fyron:
I do not see why people are so concerned about me making alleged blanket statements. Everyone does so.
Not the way You do Fyron, You are the Champ.

Fighters are:
- Very usefull in very early game to block warppoints and take down lone Scouts, Raiders and Colonyships.
- Usefull in early scirmishes not because of their power, but because they force the enemy to keep their fleets together. Excellent as delaying tactics after that early breakthrough. Very few players will move to the next system with a few small stacks of fighters on the loose.
- Usefull again in mid/late games (if you can handle the micromanagement). Large fighters with Shields and Armor are almost imune to PDC and very hard to hit with ordinary weapons.

But the most important thing with fighters is their impact on the economics of the game. A small investment in research and the showing of a few hundred fighters early forces the other guy to go heavy on PDC. This will cost him much more than what you have invested in the fighters.
Small excample: Putting 1 extra PDC on a LC only costs 250 Mins. For a fleet of 100 (very common in KOTH) it adds up to 25 000. You also need about 10 more ships to get the same amount of offensive/defensive power, another 60-70 000. Then you have to pay maintanance throughout training, transport to the front and waiting for battle (lets say 10 turns on average), "oups" thats another 125 000 minerals.

To call fighters nearly useless is just plain wrong. It is one of the most usefull weapons in the game (after mines) if used properly. I would dare to say that if you don't find fighters usefull, you have never fought someone who knows how and when to use them, or you have never done the math on the economics.

Now for some real useless stuff: Satelittes and Weapon platforms

BTW: Missile ships can do most of the same thing fighters can, but at a greater cost.

BBTW:
Fun with fighters
Try this one in late game: Put 1-2 Fighterbays on each capital ship. Load with large fighters with Shields, Armor, ECM and Small Rocket Pods. Make sure the fighters have the same speed as the ships. Attack a fleet of equal size (this is especially fun in warppoint defence/offence). Depending on the other guys settings, two things can happen: A - He wastes a lot of shots from his main guns trying to hit the fighters or B - your fighters will get through and do some real damage. Cool thing (for the fighter guy) is that there is no smart defensive settings (I know of). If he let his main guns fire at the fighters he wastes a lot of firepower firing on small stacks (I have seen 20 shots from PPB5s fired at 2 fighters), If he chooses the "do not fire on fighters" option he is very vulnerable to a "real" fighter attack next time. Do NOT try this against the Talisman
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