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May 23rd, 2003, 02:00 AM
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Lieutenant Colonel
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Re: Strategy Articles!
You might also add that ramming ships are frequently vulnerable to engine destroyers. Ramming ships that don't move don't ram much. They tend to focus on armor for hitpoints, since the attacker's shields are not counted when ramming. Of course, they could still slip a single shield generator on there, but many forget to.
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The Unpronounceable Krsqk
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May 23rd, 2003, 02:26 AM
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Shrapnel Fanatic
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Re: Strategy Articles!
You need a shield regenerator too. IIRC, ramming drops the attacker's shields to 0.
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May 23rd, 2003, 03:39 PM
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First Lieutenant
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Re: Strategy Articles!
Quote:
Originally posted by cybersol:
quote: Originally posted by Stone Mill:
Note: You always want to have 1 or 2 PDCs on your ships no matter what the enemy is currently using, even if they are not using missiles, seekers, and such. But, doing so would leave you very vulnerable to a sudden change of tactics (I have seen many players in PBW fall into such traps). (Imperator Fyron )
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Don't you mean to say:
Note: You always want to have 1 or 2 PDCs on your ships no matter what the enemy is currently using, even if they are not using missiles, seekers, and such. Because not doing so would leave you very vulnerable to a sudden change of tactics (I have seen many players in PBW fall into such traps). (Imperator Fyron) Ahhh... yes I do mean to say that. Sorry about the butchery. Edited.
Imperator Fyron, thanks for doing a wonderful job of clarifying capnq's question. That is to what I was referring. Added:
Quote:
b. If you have a lot of PDCs compared to the number of enemy seekers/fighters, get in close because you can overwhelm their seekers/fighters and take no damage.
c. If you do not have a lot of PDCs compared to the number of enemy seekers/fighters, you can survive by moving out of range of the seekers after firing your weapons. This is also known as "missile dancing". The idea is to make the seekers move up to their maximum range. At that point, they disappear and can do no damage. Use optimal or max range (difficult in simultaneous games).
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Krsqk, very nice. I believe Engine destroters may also apply to ship capture. Added:
Quote:
You might also add that ramming ships are frequently vulnerable to engine destroyers. Ramming ships that don't move don't ram much. They tend to focus on armor for hitpoints, since the attacker's shields are not counted when ramming. Of course, they could still slip a single shield generator on there, but many forget to do this.
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Fyron, Good point. Added to Krsqk's submission:
Quote:
IIRC, ramming drops the attacker's shields to 0. (Imperator Fyron)
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[ May 23, 2003, 15:07: Message edited by: Stone Mill ]
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May 23rd, 2003, 07:24 PM
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Major General
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Re: Strategy Articles!
17.6.4.2 IF your opponent uses Ship Capture :
THEN:
a. Use shields. Boarding parties hate ‘em.
b. Use shield regenerators... even 1 point of shields is enough to stop boarding parties.
c. Use self destruct devices. Note: your ship will still be destroyed, but not captured.
d. Use Master Computers.
e. Use security stations (not particularly efficient).
f. Target that ship type first in the firing strategy if feasible (i.e., “smallest, nearest”).
g. Use max or long range.
h. Consider using engine destroyers to impede the enemy's movement.
Why, MC's don't stop boarding parties does it?
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May 23rd, 2003, 09:03 PM
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Shrapnel Fanatic
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Re: Strategy Articles!
You can fill the saved space with Security Stations, but that's all MCs will help againt boarding parties.
I think he was refering to Boarding Parties and/or Allegience Subverters. It should say "use MCs if the enemy is using Allegience subverters" and not just "use MCs".
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May 23rd, 2003, 09:38 PM
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First Lieutenant
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Re: Strategy Articles!
No... That section is just for boarding parties. If MCs don't stop boarding parties, Ruatha is right, it should be deleted.
I didn't think that they do, but at the time was writing this, I seemed to remember in an older thread that they may... but I guess I was tired.
I will delete it.
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May 23rd, 2003, 09:43 PM
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Brigadier General
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Re: Strategy Articles!
Actually, having a MC is worse than without, since Crew Quarters count toward defense against boarding parties while MC's do not.
Slick.
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May 23rd, 2003, 10:06 PM
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General
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Re: Strategy Articles!
Hi Stone Mill...
For the Religous Types...
I have found that point blank / ram with target nearest / nearest / nearest / nearest works the best. And Send in your best DF ships.
Tested in Games against Talisman fleets.
Cause if you hang back and cannot hit him. His fleets sit back and destroy your fleet and gain experience at the same time. A lose lose situation.
Ed had mentioned it earlier. I wished to follow it up.
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May 24th, 2003, 12:18 AM
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Shrapnel Fanatic
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Re: Strategy Articles!
The boarding defense of CQ is not very much. 2 boarding party Is can take over all but the largest of ships. 3 BPs can take over any ship unless the ship has extra CQs on it. Or maybe it is 4, I don't remember exactly.
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May 24th, 2003, 03:05 AM
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Brigadier General
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Re: Strategy Articles!
The numbers are already in the FAQ:
6.4.5 Each crew quarter’s component counts as 16 defense against Boarding Parties.
6.4.6 Each boarding party is worth 25% guys if used as a defender.
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6.4.9 Boarding Party 1, 2, 3, 4, 5 = 20, 40, 60, 80, 100 guys respectively. Security Station 1, 2, 3, 4, 5 = 60, 100, 140, 180, 220 turrets respectively. Any BP or SS takes up 20kt space. Boarding is successful if the boarding parties are greater than the effective number of defenders (Security Stations turrets + 25% of boarding parties on the defending ship used as defenders + 16 for every undestroyed Crew Quarters)
================================
The MC counts as zero defense against boarding.
Slick.
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