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September 29th, 2001, 04:53 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Fighters! What are they good for?
anyone tried the trick with the Heavy Carrier and the shipyard anymore?? (I think it was with a hvy carrier, ship space yard and fighters with kamikaze warheads....use them like 'missiles', use the carrier to build more after each battle)....Tried it a few patches ago, worked ok...Never tried it in strategic combat though...
I also love to build Starbases on wormholes with lots of fighters/launchbays onboard, this works good for planets too, use bases with cargo bays/launch bays to suppliment the planet space (or to leave planet space for those 1 armor riot troops....)
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"We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
"Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by."- Kevin McCarthy/David Silva "The Family:Special Effects"..
[This message has been edited by Deathstalker (edited 29 September 2001).]
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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September 29th, 2001, 04:55 AM
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Corporal
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Join Date: May 2001
Location: Sydney, Australia (the 3rd island!)
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Re: Fighters! What are they good for?
Actually I think fighters could be made alot better if the range of point defence was alot less (like 1 or 2 or something) or alternatively the fighter's weapon ranges were much greater (like 5 or 6)
Then they could get a shot of before the point defence hit.
Askan
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It should never be forgotten that the people must have priority -- Ho Chi Minh
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September 29th, 2001, 04:57 AM
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Captain
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Location: Peterborough, Ontario, Canada
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Re: Fighters! What are they good for?
I think that point defense is TOO powerful, I believe that missile rof should be 2, (maybe 1 for crystal torp, too low damage), and pdc should have a rate of fire of 2....but heck that is just me... 
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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September 29th, 2001, 06:35 PM
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Private
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Join Date: Sep 2001
Location: Manchester, PA USA
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Re: Fighters! What are they good for?
There is one minor fighter bug that I have used to get around the limitation of not being able to launch a fighter from a planet and being able to move it in the same turn.
The trick is to launch a fighter the previous turn (only need one), if you did this, then the fighters you launch the current turn CAN move the turn they launch!
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September 29th, 2001, 07:18 PM
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Second Lieutenant
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Re: Fighters! What are they good for?
quote: Originally posted by Deathstalker:
anyone tried the trick with the Heavy Carrier and the shipyard anymore?? (I think it was with a hvy carrier, ship space yard and fighters with kamikaze warheads....use them like 'missiles', use the carrier to build more after each battle)....Tried it a few patches ago, worked ok...Never tried it in strategic combat though...
Can your space yard sustain the losses? I really doubt it...
On to the topic of missiles, I just discovered why everyone likes seeking parasites. I figured out that I could design a mean-and-nasty DN that a homeworld can build in TWO (!!) turns at the normal rate of 4800!
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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!
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October 1st, 2001, 06:47 AM
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Captain
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Location: Texas
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Re: Fighters! What are they good for?
When I played more, I would group my fighters in Groups of 80 and put them in the fleet with my other ships before I attacked. I found that small fighters with the most primitive weapon seemed to survive better that way against the PDC than when I launched them from a carrier.
I think the best thing about fighters is that they don't affect your score. So, you can build a huge maintenance-free armada of fighters at every colony and not have to worry about becoming Mega Evil Empire before you are ready to start annihilating everyone in sight.
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October 2nd, 2001, 11:10 PM
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Major
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Re: Fighters! What are they good for?
quote: Originally posted by Deathstalker:
I think that point defense is TOO powerful, I believe that missile rof should be 2, (maybe 1 for crystal torp, too low damage), and pdc should have a rate of fire of 2....but heck that is just me... 
Actually, I think it would work just as well to increase the amount of damage required to destroy seekers. As it is now, a single hit from a PDC will destroy a seeker of same (or lower) level. If missiles are harder to destroy, PDC's would become more balanced.
quote: Originally posted by CW:
On to the topic of missiles, I just discovered why everyone likes seeking parasites. I figured out that I could design a mean-and-nasty DN that a homeworld can build in TWO (!!) turns at the normal rate of 4800!
You'll also find that seeking parasites fire every TWO rounds, vs. THREE rounds for other seekers. And the parasites are faster too. Don't recall how much damage they can take, nor how much they do, but I REALLY dislike fighting against organic races because of the seeking parasites.
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L++ GdY $ Fr>Fr++ C++ SdS T-- Sf Tcp? A%% M- Mp! RTH!P Pw Fq-->Fq+ Nd>Nd+++++ Rp++ G+
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L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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