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Tnarg
May 13th, 2003, 11:23 AM
correct me if I am wrong, but I am assuming that if one has a fleet and wants to take advange of ECM, sensors, and multi-tracking, every ship will need these, not just one special ship?

I read somewhere that there are certain components that can be placed on a sole ship and give the entire fleet the benifet, same thing with fighters.

Thanks.

Ruatha
May 13th, 2003, 04:58 PM
How about fighters, they are units.
If I make the first (Oldest) fighter a utility fighter with combat sensor and ECm, will that apply to all other fighters in the same stack?
I assume that the newest built fighters are placed at the top of the stack and destroyed first, or is it the other way around?

Suicide Junkie
May 13th, 2003, 05:04 PM
Which units get destroyed first depends on the order of launch/loading, rather than simply age, though there is still some randomness IIRC.

Ruatha
May 13th, 2003, 05:08 PM
So if I construct 1 ECM fighter and 9 offensive fighters at a planet, in wich order should they ba loaded onto the ship, if the ship can launch 10 units per combat turn?

Pocus
May 13th, 2003, 06:23 PM
with cargo transfert you can determine precisely which thing is loaded first iirc. Now sensors are cheap on fighters but are costly on a WP, so it is perhaps better to try optimizing whose WP.

For fighters it is true that you gain one kt of space though... can be slightly interesting.

Ruatha
May 13th, 2003, 10:19 PM
Ah, but the ECM fighter doesn't just have the ECM, it has combat sensor aswell, and can you put scattering and stealth armour on it?
ECM+Combat sensor=2 kt, mucho percentage on a small fighter!

And I do know that I can load them in whatever order I want too, but what I don't know is how that will effect the fighter launch.
How will I load to get the ECM fighter to be the Last one to be blown up by the enemys PDC?

[ May 13, 2003, 21:21: Message edited by: Ruatha ]

Fyron
May 13th, 2003, 10:22 PM
Test out the loading and launching sequences.

Fighters can't have stealth or scattering armor.

Ragnarok
May 14th, 2003, 12:05 AM
Originally posted by Imperator Fyron:


Fighters can't have stealth or scattering armor.<font size="2" face="Verdana, Helvetica, sans-serif">Unless you mod it of course. http://forum.shrapnelgames.com/images/icons/icon12.gif

Pocus
May 14th, 2003, 01:02 AM
for units, only one of these components is sufficient in a given stack, eg you have a WP stuffed with attack scanners, and the others without, and they will all get the + to hit.

For ships you can have the neural network (iirc) which share the experience of all ships (the best one). Otherwise I dont think you can share anything between ships. I will let the vets give a more precise answer.

dogscoff
May 14th, 2003, 01:32 AM
Everything Pocus has said is true. You will need a seperate ECM (+stealth armour etc) for each ship for them all to benefit.

However you can give a ship an "instant boost" in defensive (and offensive) modifiers simply by adding it to an experienced fleet.

Pocus
May 14th, 2003, 06:17 PM
loaded first, launched first.

Without speaking of trying to do such kind of optimization, I like to use two kind of fighters, one with direct fire which stay the whole battle, and one with rockets which fire once. I always load the DUC fighters first, so that they get out first of the carriers, and get pLastered first too.

Loser
May 14th, 2003, 06:26 PM
But, with the ECM fighter you need to make certain that an ECM model goes out with each stack. Is that possible?

Fyron
May 14th, 2003, 07:30 PM
Yes, as long as you are careful to load them in the proper order, and you don't lose any fighters (or you lose whole stacks per combat http://forum.shrapnelgames.com/images/icons/icon12.gif ).

PvK
May 14th, 2003, 07:34 PM
You'd need a seperate design variant for each fighter group you can fit on a carrier. You could reduce the problem with Fryon's issue with combat losses, if you have an auxiliary ship with enough cargo space to re-shuffle the loading order on the carrier.

You'd also be signing yourself up for micromanagement hell, though. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

Loser
May 14th, 2003, 07:42 PM
Perhaps just loading one ECM fighter to every four regular fighters would do better. You'd have to load them carefully, but you wouldn't have to worry about combat losses screwing your stacks.

Fyron
May 14th, 2003, 07:47 PM
Sure you would. In the next combat, the fighters launched in each stack change based on what was lost. So, if you lost fighters in the wrong amounts from stacks, you could easily end up with stacks of mostly ECM fighters, which defeats the purpose of them. http://forum.shrapnelgames.com/images/icons/icon7.gif

Narrew
May 15th, 2003, 12:00 AM
How about Sats? Can I have 1 sat with ECM (or what ever is 1 per unit, I am thinking multiplex, combat sensor ect...)

Ragnarok
May 15th, 2003, 12:31 AM
Originally posted by Narrew:
How about Sats? Can I have 1 sat with ECM (or what ever is 1 per unit, I am thinking multiplex, combat sensor ect...)<font size="2" face="Verdana, Helvetica, sans-serif">Yes. This works with all units. Sats, Drones, Fighters, WPs.

narf poit chez BOOM
May 15th, 2003, 12:46 AM
2 kt. 2 little kt.

Pedronius
May 15th, 2003, 07:12 AM
Ummm, I'm quite sure that you can't have different fighter designs in one stack http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
At least in turn-based combat
PS: First post!!! Hiya, people, glad to be here http://forum.shrapnelgames.com/images/icons/icon7.gif

Ruatha
May 15th, 2003, 07:38 AM
Originally posted by Pedronius:
Ummm, I'm quite sure that you can't have different fighter designs in one stack http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
At least in turn-based combat
PS: First post!!! Hiya, people, glad to be here http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Glad to have you here http://forum.shrapnelgames.com/images/icons/icon7.gif

Taz-in-Space
May 15th, 2003, 07:42 AM
Hi Pedronius, welcome to the forum.

Actually you can have mixed fighter stacks in Tactical combat.

Instead of: launch fighters in Groups
which will seperate the fighters by type.

Use: Launch units
and then choose the units to launch. This will launch those fighters in one mixed group.

narf poit chez BOOM
May 15th, 2003, 08:02 AM
hi