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  #1  
Old November 22nd, 2003, 08:17 PM

BBegemott BBegemott is offline
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Default Re: How to kick A$$ in Warp point combat.

And that's why attacker should send in a fleet of minesweepers on suicide mission. Bye bye to the nasty mines.
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  #2  
Old November 22nd, 2003, 09:01 PM
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Alneyan Alneyan is offline
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Default Re: How to kick A$$ in Warp point combat.

Quote:
Originally posted by BBegemott:
And that's why attacker should send in a fleet of minesweepers on suicide mission. Bye bye to the nasty mines.
And that's why any paranoiac player should have a minelayer with mines (duh) at any warp point likely to be attacked. Then your cloaked ship would still not make it to the warp point.

And if you are an even meaner player, you could build a special minelayer able to only launch two or four mines each turn, ordered to lay mines every turn. (Repeat order) Thus, even if you sent your cloaked scouts and the suicide minesweepers on the same turn, the scout will still get blowed. (Except if there is some oddity in the list used to determine the order of... orders)
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Old November 24th, 2003, 07:25 AM
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PvK PvK is offline
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Default Re: How to kick A$$ in Warp point combat.

That doesn't help, though. If the cloaked ships have enough sweeping ability, then the actual attack fleet no doubt will, as well. The real defense is a device to see through the cloak.

PvK
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Old November 24th, 2003, 05:55 PM
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Default Re: How to kick A$$ in Warp point combat.

WP anecdot :

I was attacking AI' warp point. I have a fleet of about 15 frigates and destroeyrs. WP was defended by 20+ satellites with missiles. My ships have 1 PDC per ship. I lost half the fleet but during replay I noticed that ships did't shoot as many missiles in the first salvo as I expected. The reason - ships strategy included "don't fire on seekers". As you all know, this is a reasonable setting to keep missiles and torpedo ships to go forward after missiles during the reload phase (PDC will autofire on missiles in the range anyway). But, in the warp point batlle, my ships materialised next to satellites. Satellites (defenders) went first but my ships used all PDC to fire on satellites instead of missiles I reset the strategy to make ships fire on missiles and replayed the turn. Now, I lost only one ship
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Old November 24th, 2003, 09:48 PM
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Default Re: How to kick A$$ in Warp point combat.

Cheater! People just don't let the AI get any breaks, do they?

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  #6  
Old November 25th, 2003, 01:00 AM
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Master Belisarius Master Belisarius is offline
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Default Re: How to kick A$$ in Warp point combat.

In the times of SEIII I developed a tactic to avoid the WP combats: because the "retreat" was allowed, then, used a few ships as "decoy" with the startegy "optimal Firing range", and the others ships with the "don't get hurt" strategy (usually a sun destroyer, but could be a fleet too).
Then, the decoys gave time to the sun destroyer to retreat to an adjacent sector... and at the same turn blow up the star!

After this, the people started to surround the warp points with ships, and then, don't allow to the enemy ships to retreat (in SEIII a ship could not retreat to a sector where already exist an enemy ship).

[ November 24, 2003, 23:02: Message edited by: Master Belisarius ]
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  #7  
Old November 25th, 2003, 04:24 AM
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Roanon Roanon is offline
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Default Re: How to kick A$$ in Warp point combat.

Would have been a better fix for SEIV to make retreats only into the sector the ship came from (after all its called retreat not advance), instead of inventing blocking corners for open space combat.
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