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June 10th, 2001, 04:43 PM
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Re: Fighter questions
It seems unlikely, but is worth checking. I assume a mothballed ship cannot move in combat. But :
1) Can a mothballed base/ship fire its weapons against attacking ships/fighters ?
2) Do its shields/shield regenerators and armor work, or is it a sitting duck with only its components damage resistance ?
If mothballed can defend itself, then there is no limit to how much you can build for defenses since they do not count toward the score determining MEE and cost no maintenance !
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June 10th, 2001, 04:55 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Fighter questions
I have had great success using a LC as my PD ship so a BC would probably be very effective. Even using an LC, if my fleet has two I never worry about fighters or seekers, they are effectively removed from the game.
See above. PD is to effective in the standard game.
If you expect to meet some PD I like fighters with 2 shields and the rest weapons and armor. I try to design a fighter that takes 2 hits to destroy. I like DUC's as my weapon because they are cheap.
Don't know about the rest.
[This message has been edited by Marty Ward (edited 10 June 2001).]
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June 10th, 2001, 10:13 PM
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Re: Fighter questions
quote: Originally posted by Marty Ward:
I like DUC's as my weapon because they are cheap.
You must mean because the tech is cheap, because the weapons are a minor component of the fighter cost. What I am interested in is what is most effective assuming all tech has been learned by everybody.
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June 10th, 2001, 10:44 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Fighter questions
Yes they are a cheap tech but they also cost less resources which could add up after constructing 10k or so of them.
You can fit 2 of these instead of 1 small ppb. A stack of 10 fighters with 2 each will do 300 damage, which ain't to bad.
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June 11th, 2001, 08:57 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Fighter questions
You can also fit 2 small meson bLasters on a large fighter, for increased range (10 damage for each MB at range 3, vs. 15 damage for each DUC at range 2). Of course, if you're playing a Temporal race, you can use "Small Time Distortion Burst" weapons; same space requirement as DUC or MB, but does 4x damage to shields; base damage rate is equal to DUC.
I've heard the organic weapons do well on fighters, too, but I've never played an Organic race...
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June 11th, 2001, 09:15 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Fighter questions
Have you tried the Dev mod with the Assault Bomber and mounts for fighter weapons? The Cue Cappa designed fighters that do 250 damage each. Couple of 10 stacks of them will get your attention!
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June 11th, 2001, 09:49 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Fighter questions
quote: Originally posted by DirectorTsaarx:
I've heard the organic weapons do well on fighters, too, but I've never played an Organic race...
Yeah, that Organic Tech has that nasty little "Electric" weapon that does like 30 damage at 2 spaces every turn or 2 (I think). I'm at work so I don't have the details handy, but ISTR it being the best weapon for fighters (IMO).....
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