.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 11th, 2001, 06:14 PM

CW CW is offline
Second Lieutenant
 
Join Date: Jun 2001
Location: Australia
Posts: 409
Thanks: 0
Thanked 0 Times in 0 Posts
CW is on a distinguished road
Default The best weapons for a close combat ship?

Say you are designing a ship for close combat (let the other guy take it in the face!), assuming that you have max tech, what would you think is the best combination of weapons?

Other than the Allegiance Subverter, which in my opinion is THE best weapon in the game, it seems that the Ripper Beam is next best thing, even though it is somehow marked as obsolete by the time you have max tech. A shield depleter is a bargain too, if your opponent is not leaning heavily on armour. A PDC is standard and I probably would add in either a Phrased Polaroid Beam or a Telekinetic Projector for some extra firepower against fighters. Null Space Projector looks tempting but my recent simulator tests said it loses to the PPB and other quick-reloading weapons most of the time. So what is your opinion?
__________________
A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
Reply With Quote
  #2  
Old August 11th, 2001, 06:21 PM
Dragonswrd's Avatar

Dragonswrd Dragonswrd is offline
Corporal
 
Join Date: Apr 2001
Location: Topeka, KS
Posts: 91
Thanks: 0
Thanked 0 Times in 0 Posts
Dragonswrd is on a distinguished road
Default Re: The best weapons for a close combat ship?

I think you get a good bang for your buck with telekensis projector. Without any mods that and the allegiance subverter are all I put on my ships.
__________________
Violence is the Last refuge of the incompetent.
Reply With Quote
  #3  
Old August 11th, 2001, 06:40 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: The best weapons for a close combat ship?

Use engine killers as a secondary weapon. That way your opponent can't escape if you can move in fast enough.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #4  
Old August 11th, 2001, 08:55 PM
Will's Avatar

Will Will is offline
Lieutenant Colonel
 
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
Will is on a distinguished road
Default Re: The best weapons for a close combat ship?

Shield Depleter/Boarding Party combonation, especially if your ships are small and cheap, and the enemies' are big, expensive, and have a self-destruct component...
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
Reply With Quote
  #5  
Old August 11th, 2001, 09:19 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: The best weapons for a close combat ship?

The null-space performs best if your opponent likes to use lots and lots of shields and/or armor. Especially if he uses regenerators.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #6  
Old August 11th, 2001, 10:32 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: The best weapons for a close combat ship?

As you can see, CW, there are as many opinions as weapons. I do tend to favor the Phased Polaron Beam since it's so cool to just skip shields and start damaging the enemy immediately. In the default game this advantage goes away when phased shields are available, though. I've modded my files to include a new weapon after the PPB that skips ALL shields. It's larger and more expensive both to construct and to use (more supply usage) but it lets me keep the same basic strategy and I think makes the Sergetti as dangerous in the late game as the early/mid-game where they've just got their PPBs and phased shields haven't appeared yet.

The Ripper Beam is a very nice weapon but hard to get quickly. You need level 7 propulsion before you can even begin to research it. If you're playing max-tech, then what the heck. Put a tractor beam or two on your ship (extra in case of a miss) then a bunch of Rippers, then a repulsor beam. This makes a wicked, nasty brawler that sucks the enemy it, pounds it with very high damage and then repulses it out of range if there's anything left. If the target is of similar or smaller size there usually is not anything left to be repulsed away. The Ripper has a very high damage/size ratio. But then if it's larger you cannot pull it in with the tractor beam.

The Null-space Cannon is certainly not something you want to rely on completely because of the slow reload, but it can be a good "auxillary" weapon that lets your ships start damaging the enemy immediately. Just one NSC in a ship with otherwise normal weapons, for example. Using a Tractor/NSC/Repulsor combo might be even nastier than the Ripper setup. You can use the repulsor to keep the enemy away while you are waiting for that reload, too. And the NSC makes a great ambush weapon to put on Sats guarding a warp point.



[This message has been edited by Baron Munchausen (edited 11 August 2001).]
Reply With Quote
  #7  
Old August 12th, 2001, 01:45 AM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: The best weapons for a close combat ship?

For close range I use combined ship classes.

Say a fleet of 10 ships

3 ships which have computer 3, aux command, max engines, ecm, combat sensor and q.reactor. One weapon the tachyon projection cannon and the rest filled with organic armour. set to point blank strag.

2 ships with the same up front stuff and then 10 pd's, 1 tachyon projection cannon and one shield depletor ( in opposite order ) and the rest armour/ shields.

3 ships with the same up front and as many enveloping acid globes and set to max. range, and round it off with some armour

2 close assault ships with the same up front and then in this order. 2 tractor beams, shield depletors and tachyon projection cannons and 2 repulsor beams and some armour

1 ship maxed out with missles ( seeking parasite ) and everthing up front.

Always make the armour ships the biggest size you got and the rest can be any size.

The armour ships close with the pd ships ( due to the one weapon one them ( that way they don't fight in the famous SEIV X Formation ( yep rip one right to the best cornor on the map ))) , the missle ship backs off and starts firing. The other ships close to a max range and start firing while the close assault ships disable shields and weapons.

Kind of cheating on the close assalt ship but, when in doubt fight with combined forces.


__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #8  
Old August 12th, 2001, 08:12 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: The best weapons for a close combat ship?

I believe there is no "best design". It all depends on the type and design of the enemy ships. That's exactly why SE IV is so interesting. If there was one best design, everyone would build this and the game would soon be boring.

[This message has been edited by Q (edited 12 August 2001).]
Reply With Quote
  #9  
Old August 12th, 2001, 08:21 AM

CW CW is offline
Second Lieutenant
 
Join Date: Jun 2001
Location: Australia
Posts: 409
Thanks: 0
Thanked 0 Times in 0 Posts
CW is on a distinguished road
Default Re: The best weapons for a close combat ship?

quote:
Originally posted by Q:
I believe there is no "best design". It all depends on the type and design of the enemy ships. That's exactly why SE IV is so interesting. If there was one best design, everyone would build this and the game would soon be boring.


That's why I'm asking everyone "what would YOU think is the best combination of weapons"! :-p
__________________
A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
Reply With Quote
  #10  
Old August 12th, 2001, 10:08 AM

Lemmy Lemmy is offline
Second Lieutenant
 
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
Lemmy is on a distinguished road
Default Re: The best weapons for a close combat ship?

i would go for only weapon killers, and one APB to finish him off. in my latest game, which i haven't played for weeks i'm trying the special weapons like engine killers, shield depleters and shield destroyers. Once you find the right balance between these weapons and normal weapons, you can really make one mean design

------------------
Q: So the date of conception (of the baby) was August 8th?
A: Yes.
Q: And what were you doing at that time?
__________________
[Boo!]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.