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Radical Uses for the Destroyer Fri, 29 December 2006 16:35 Go to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
I’ve been doing some reading on a few Academy threads about different ship designs, and I thought I’d try my hand at a few designs I’ve used. First I’ll just talk about the ships, and then about using them practically.


The Ships Colonizers, freighters, scouts, and boosters are most important in the early game it seems. Small mistakes, or even inefficiencies, you make early on you’ll end up paying for years down the line. So I’ve focused on trying to find the best possibilities out there. After fair testing, I’d like to call attention to the destroyer. I think it’s a ship that is greatly overlooked that’s useful for a couple different functions beyond simple fighting. There are lots of designs you can make with it, but two designs I personally want to promote: one with a cargo pod and colony pod, which is good as a colonizer between Santa Maria and privateer (and also in a few other circumstances), and a destroyer with 2 fuel tanks, which is a fantastic booster. For the following I’m using the fuel mizer.

Let’s look at some basic stats (based on 3/3/4/3/3/3 techs).

Colony Ship
9i; 0b; 13g; 18r; 20kt; 200mg; 20dp; 25kt capacity

Privateer
50i; 3b; 2g; 50r; 65kt; 650mg; 150dp; 250kt capacity

Destroyer
15i; 3b; 5g; 35r; 35kt; 280mg; 200dp; 0kt capacity


Destroyer Colonizers
Most races need a lot of germanium early on to do well. The colony ship and medium freighter both use a fair amount of g, and so a lot of people stay away from them, instead going for the privateer. Before the privateer though, how about just going for the destroyer? The destroyer with colony pod and cargo pod, which I call “Colony DD” costs more iron and resources (and boranium) than your standard Santa Maria, but the Santa Maria is 22g, Colony DD 16g, so you’ll be able to make a few more factories for every Colony DD you build instead of a Santa Maria.

Besides that though, it has more fuel, twice the cargo, and ten times the Santa Maria armor. While unloaded the mg/kt ratio on the Colony DD is 3.84, but only 3.45 on the Santa Maria; though loaded it’s 2.28 and 2.41. If you only load it with 40kt instead of 50kt, the Colony DD gets a mg/kt of 2.48.

So, the Colony DD is a better deal than the Santa Maria if you’re looking at the g, and even you’re a –f you might want to use it—but think about how much it will take an enemy to kill a Colony DD compared to the Santa Maria. They’d have to have about 20 Alpha scouts, 7 Beta scouts, 6 Alpha DD’s, or 2 Beta DD’s to take down one Colony DD. Either way, you’ll be able to grow your economy a lot while they’re trying to take just one Colony DD down. So, put 40kt of colonists in the Colony DD and it will travel farther and faster than a Santa Maria, cost you less g, protect you colonists ten time better, and when it arrives you’ll have a colony 35% bigger than the competition. Every time I tested it, the destroyers also won in two-way races to colonize planets (does anyone know what criteria that’s based on?) To me, that’s certainly quite a deal.

How does it compare to the privateer? With 1 colony pod and 2 fuel tanks the privateer takes 11g, while the Colony DD takes 16g. The privateer’s loaded mg/kt is 3.97 to 2.28, so that’s also going to make it better than the Colony DD. But on the other hand, you’re going to be using a lot more resources and iron for each one, and you’ll also need to get to construction 4 instead of 3. Consider that the more resources and minerals you use in a colonizer ship, the more you’re going to lose in the end that are completely unrecoverable (this is also a good reason to avoid putting colony pods on large freighters unless it’s absolutely necessary—most of those resources and minerals are gone).


Destroyer Transports
For a transport, with 2 cargo pods, it’s really not good at all. Two of them together have less cargo and fuel than one medium freighter and they take about twice the iron and resources, though again they have more armor and use less g. Against a 3 fuel tank privateer it’s even worse: less iron and resources, but more g, more armor but again a much worse mg/kt ratio. The transport DD is a total flop, except maybe when you already have construction 3 and are really hard pressed for g.


Destroyer Boosters
But now we come to the Fueler, my favorite of the radical destroyer designs: 2 fuel tanks and a fuel mizer. Boosters are usually scouts or privateers. Here are the stats on these three types of ships:

Privateer booster (3 fuel tanks)
72i; 3b; 2g; 72r; 80kt; 1400mg; 150dp; 250kt capacity; 17.5 mg/kt

Scout booster (1 fuel tank)
16i; 2b; 4g; 23r; 17kt; 300mg; 20dp; 0kt capacity; 17.65 mg/kt

Fueler (2 fuel tanks)
32i; 3b; 5g; 53r; 42kt; 780mg; 200dp; 0kt capacity; 18.57 mg/kt

The Fueler is better than the scout booster or the privateer booster for the fuel efficiency, so on a full load fuel, if all three ships are going the same speed, the Fueler will go the farthest. Let’s first put the Fueler against the scout booster.

Since the Fueler has more fuel, you’d need to build more scouts to push a ship the same distance. If you build 2 scouts you’d spend 1 more b, 3 more g, and 7 less res than 1 Fueler, so if you’re tight on g you’d probably want to go for the Fueler. But besides that, the scouts together would still hold 180 less fuel and have 160 less armor. If you built a third scout to make up for that fuel the prices would get even worse. The Fueler is probably going to be better in just about every case for this kind of thing. The only exception I can think of is that maybe if you had a lot of scouts merged with a bigger fleet the scouts could drop off sooner than Fuelers, lightening the load so that the fuel efficiency gets a bit better. But considering the costs, the armor, and the extra fuel, the Fueler would almost always be better.

And how about the privateer? Like the scout compared to the Fueler, the Fueler has less fuel than the privateer, so let’s say you built two Fuelers. They would cost 8 less iron, 3 more b, 8 more g, and 31 more res. They’d also have 160 more fuel and 250 more armor, but no cargo compared to the privateer booster’s 250kt, which can double as a freighter.

Except for g and res, the Fuelers make better boosters than privateers, and much better boosters than scouts in everything except res. I like to build privateers as pure freighters and Fuelers as boosters, and just accept the res and g as the cost for getting what’s otherwise a much better ship.


Practical Use
There are a few other things that make destroyers really good ships for these capacities. The first thing is simple psychological warfare. While everyone else is flying Santa Marias and scout or privateer boosters around, you can be flying destroyers, which are a lot more intimidating. Load up two or three Colony DD’s and merge them with two or three Fuelers, then fly them in the general direction of some planets you want to colonize. Along the way you can change course here and there for a year or two toward enemy ships and planets. Seeing half a dozen destroyers so early on in the game should set their hearts beating, and if you’re lucky they may even start ramping up on their own warships or research, which will waste them time and resources they could be building their economy with. You can also use deceptive flight paths so your enemies don’t realize that the destroyers are colonizers.

Of course you don’t let your ships actually come into contact with their ships or planets if you can help it—you just fly them around so everyone can see and fear them. Then the Fuelers turn around one by one as the fuel gets lower, cutting down on the weight and increasing fuel efficiency for the rest of the fleet, until they’ve all turned back toward base while the Colony DD’s go on and colonize planets. Once the Fuelers get back they can make even more runs like this, perhaps escorting some freighters as well, along with some real destroyers.

Of course you’ll be found out at some point, but what are your enemies going to do about it? It’s going to take a fair amount of firepower this early in the game to take down even one Fueler. Mines could be one option, but unless they’re an SD you probably won’t have to worry about that so early. And by the time the rest have frigates and minelayers you’ll probably be about ready to switch over to SFX’s, and will probably also have a fair fleet of armed destroyers ready to help out. It’s sometimes expensive enough for your enemies to combat the Fueler and Colony DD that they won’t even bother.


PRT’s and Races
Just on these terms Fuelers and Colony DD’s are quite good. Two other circumstances make them even more so. For any –f race the g isn’t really going to matter much, and so the Colony DD ends up being better than the privateer colonizer in every way except fuel efficiency—and with Fuelers you should be able to take care of that too. And again, against the privateer booster the Fuelers are better in every way except res and g, and since you’re –f you’ll have a fair amount of both ready to kick around. With Fuelers, Colony DD’s, and medium freighters, I can’t think of a good reason for any –f to worry about privateers at all. Don’t research them unless there’s something else you need for construction.

One PRT I can think of also benefits greatly: Jack of all Trades. Firstly, JOAT’s have level 3 in all techs, which means they have everything they need to build Fuelers and Colony DD’s right from 2400, while other races will probably have to do some research for them. You can start building a host of destroyers for boosters and colonizers, but also for explorers, and you can back them up with defenders. Destroyers get the penscanner, so just imagine. In 2401 in an ABBS game you could start sending Colony DD’s with 40kt of colonists, both exploring for planets and colonizing them as soon as they find them. Send out three that turn at about 120 degree angles from your planet to take a look around, and as soon as they or your other explorers find green worlds grab them right up. This is just one possible strategy.

JOAT’s usually have a lot of ships for scanning, but with these you’ll have even more scanning power at basically all times. Say goodbye to surprise attacks on your colonizers from planet hoppers and SS ships and really anyone else. Not that they would try to attack you anyway. There probably aren’t going to be many races that will pick a fight with your destroyers before about 2420. You’re going to go cruising along completely unchallenged. If your enemies see that you’re heading toward a planet they’re also trying to colonize, there’s a good chance they’ll even turn around so that they won’t lose their own colonizer. If someone does try to attack you you’ll be able to change course without worries. And, even if they do manage to intercept you, what are they going to do about it? With 200 armor they’ll need to bring some decent forces to bear so early in the game compared to what they’d need for a Santa Maria. And, since Fuelers have an even better range than scouts with a fuel pod, why not just use Fuelers as your scouting class? The only case they might not be as good as scouts is if you want to mass produce a ton of explorers to scan everything, the Fuelers are going to cost you about twice as much.

I think –f’s, JOAT’s, and others could certainly benefit from these destroyers.

All comments welcome.


[Updated on: Fri, 29 December 2006 16:40]




Yeah, bread too.

Don't Let the Stars! Fade Away

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Re: Radical Uses for the Destroyer Fri, 29 December 2006 18:25 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
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Location: Pacific NW

I have used red-laser booster DDs extensively. They make it a little easier to skip IFE, so races that have other reasons to skip it will do well to use the booster DD. Also, being armed means it can offer some modicum of protetion for your transports, or be used to intercept enemy transports and colonizers, or can help defend new colonies before they can throw a OF together. And if you're JoaT it's a double win.

[Updated on: Fri, 29 December 2006 18:26]

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Re: Radical Uses for the Destroyer Fri, 29 December 2006 19:29 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Iconian wrote on Fri, 29 December 2006 23:35

All comments welcome.


Destroyer colonizer:
Santa Maria is 27i/9b/22g/37r
DD colonizer is 38i/12b/16g/64r

So it costs almost twice more than Santa Maria in resources. So one can build 2 Santa Marias and one real DD for cost of 2 fakes. Most minerals are given back but no resources when colonizing. One rarely just colonizes there without immediately populating. In that light the majority of colony fleet (and biggest vulnerability of it) are Transport ships anyway.

Destroyer transport:
You are right, its pointless. Very Happy

Destroyer booster:
Destroyer is OK platform for booster. If its armed it can escort but usually does not prevent opponent from dropping the transports if he really wants to. Boosters are important part of fleet when IFE-less. With IFE one can temporarily use anything that is present for casual boosting, be the "booster" really meant as transport ships, scouts or escorts. It is little amount of fuel that matters there.

Practical Use:
On one hand you seem to worry about the armor of the ships a lot on other hand you suggest not to get into contact with opponents. Wink No one who is attacking is going after a fueler or colony ship, everyone are interested to get the transports down. 50kT or 25kT of colonists on ground are quite profitable to pop-drop on any case.

PRT-s and races:
HE ... uses mini-colonizers for booster, fuel and transport.
SS ... no one see that DD colonizer anyway so early unless in direct contact so why to waste resources? Sure, can boost with DD-s why not.
WM ... now WM certainly can both see the design and drop such a colonizers from early on. WM Santa Maria gets out of battle quite fine if WM is losing it.
CA ... its always banned, right. Nod
IS ... better to use fuel transport for booster. IS is early most worried to build enough cargo space because the bastards grow otw.
SD ... better to use mini-minelayer for booster.
PP ... is weak. Sure, can boost with DD-s why not.
IT has privateers immediately, these usually have plenty of fuel for the not so long distances that IT has to fly. Privateers may drag along one Mayflower, no biggie. Sure, IT can escort his colony fleets with DD-s why not.
AR ... sole PRT that may avoid immediately populating his colonies because AR cant be pop-dropped. Irrelevant because AR can use only colony ship hull for colonizer. AR is also most limited by ironium so often dont have it for booster DDs and instead aims for large freighters asap.
JOAT is yes, JOAT is strong and hard to screw up. Too powerful and easy to play PRT whatever you do and can afford double cost colonizers too.

-f races can usually have LF by turn 11 like AR. There is nothing with better cost efficency for cargo and fuel so early in game compared to Large Freighter. Cost efficency is a key both for AR because of mineral limit and for -f that wants to use his resources for takin unfair share of planets early to stay competive. Wink

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Re: Radical Uses for the Destroyer Sat, 30 December 2006 01:29 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
Coyote: Boy, I can't make up my mind now. Before posting I thought about a Fueler with lasers and discounted it. Now, I'm thinking it would mostly come down to personal preference. I'd generally rather have a specialty beamer with one or two MJ's and a Fueler supporting it than a Fueler with two X-rays--Stars! seems better for specialized designs. The armed Fueler would kind of be slow. But maybe just as a defender it would be OK . . . I wonder which would be better overall . . . probably not a Fueler with one laser, anyway.

Kotk: Yep, the destroyer colonizer costs 42% more resources than the Santa Maria. That is quite a bit of difference. I think I mostly like the intimidation factor that Colony DD's would bring. And yes, I like the armor and the idea that no one will attack at the same time. I guess maybe that's just me contradicting myself a bit, but hey, if no one attacks you and even if they did they couldn't take you out, wouldn't that be good?

Anyway, thank you both for your fast replies. Very Happy


[Updated on: Sat, 30 December 2006 01:30]




Yeah, bread too.

Don't Let the Stars! Fade Away

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Re: Radical Uses for the Destroyer Sat, 30 December 2006 04:04 Go to previous messageGo to next message
Drakhyulla is currently offline Drakhyulla

 
Crewman 2nd Class

Messages: 16
Registered: December 2006
Location: A crypt near you :)=
Iconian wrote on Sat, 30 December 2006 01:29

Coyote: Boy, I can't make up my mind now. Before posting I thought about a Fueler with lasers and discounted it. Now, I'm thinking it would mostly come down to personal preference. I'd generally rather have a specialty beamer with one or two MJ's and a Fueler supporting it than a Fueler with two X-rays--Stars! seems better for specialized designs. The armed Fueler would kind of be slow. But maybe just as a defender it would be OK . . . I wonder which would be better overall . . . probably not a Fueler with one laser, anyway.

snip



A fueller with a couple of lasers increases your options and provides protection only at the cost of a few resources and B of which you have plenty at this stage.

The reason for using the fuelers is to speed up getting your pop to it's destination where it can grow and increase your economy. Speed also means it's less likely that the opposition can react to prevent you colonising or building up your world. Furthermore, the fuelers are often most needed when sending out an initial colony to 4 * W9 travel or more. You want to be their quick before someone else gets it and you want to prevent someone being able to stop you just because they happened to have an armed scout nearby.

As an opponent, it is early in the game and the race to grab real estate is underway ... you see a colony heading somewhere you'd like to be. But wait, the scoundrel has a couple of DD's accompanying the transports. You ponder your options ... you check their weight ... no popguns Laughing ... looks like you could kill them off if you build your own red laser DD's this year. Hmmm you look again - no wait Shocked they have a couple of lasers aboard (which could be blue for all you know ... unless you're a WM who'd already be licking his lips for the kill anyway) ... can you afford the extra Ir to ensure you have sufficient firepower? Possibly better off building two sets of transports and colonising two other planets instead. Decisions, decisions ... Confused2

Perhaps those lasers are worth it just as a deterrent from opportunistic attacks, if nothing else.

Do I need to point out that WM Yaki armed fuelers rock?

Drakhyulla.

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Re: Radical Uses for the Destroyer Sat, 30 December 2006 13:33 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
I think that the way that I use boosters makes a DD booster inefficient. My booster is essentially an expendable fuel tank; I put several scout based boosters with a fleet so that the fleet has almost enough fuel to make it to the destination at the desired speed. Then as the fleet moves I split boosters off of the fleet and transfer all of their fuel to the fleet so that the fleet can actually make it to the destination at the desired speed. This is most effeciently done if there is only one fuel tank per booster because I can then more finely calibrate the fuel. So having DDs, whether armed or not, would not have the intimidating effect because I would be splitting them off of the fleet before it reached its destination. Also, the extra mass of the DD vs. the scout means that the DD booster is using more of that precious fuel, so even though the DD carries more fuel it is also using more of that fuel to accompany the fleet.

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Re: Radical Uses for the Destroyer Sat, 30 December 2006 16:32 Go to previous messageGo to next message
Neo the White is currently offline Neo the White

 
Master Chief Petty Officer

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HE can use mini-colonizer hull as a booster.
works well imo.but making a booster from normal colonizer works for a resource sharing ends if you have UR LRT.

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Re: Radical Uses for the Destroyer Sat, 30 December 2006 16:36 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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Quote:

Santa Maria is 27i/9b/22g/37r
DD colonizer is 38i/12b/16g/64r

So it costs almost twice more than Santa Maria in resources. So one can build 2 Santa Marias and one real DD for cost of 2 fakes. Most minerals are given back but no resources when colonizing. One rarely just colonizes there without immediately populating....


Actually, there could be a case for using DD colonizers.. Since the 'dd colonizer' is a little less than twice the cost of the colonizer, but less germ, a case can be made for an HP to use them since the initial colony size is doubled. HP's are usually at best 1 in 4 habitability and don't end up building so many colonizers early since they don't find so many planets.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Radical Uses for the Destroyer Wed, 03 January 2007 01:16 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
Drakhyulla: I think armed Fuelers would be a good idea in many circumstances. In a battle they'd usually be the first target, so the ships they're helping would be protected. I don't know that they'd be able to inflict much damage though. I think in terms of holding an orbit against colonizers a DD with MJ's would be much better though.

vonKreedon said:
Quote:

My booster is essentially an expendable fuel tank; I put several scout based boosters with a fleet so that the fleet has almost enough fuel to make it to the destination at the desired speed. Then as the fleet moves I split boosters off of the fleet and transfer all of their fuel to the fleet so that the fleet can actually make it to the destination at the desired speed.

That's what I was saying with this:

Quote:

The only exception I can think of is that maybe if you had a lot of scouts merged with a bigger fleet the scouts could drop off sooner than Fuelers, lightening the load so that the fuel efficiency gets a bit better.


Usually I'll merge several colonizers and Fuelers with each other and send them off in a general direction. I'll drop the Fuelers off one or two at a time on the way, and after the fleet's gone a couple hundred ly I'll split up the colonizers to their individual destinations, with the ones that are traveling the farthest getting the remaining Fuelers. Individual Fuelers wouldn't be too intimidating, but there would be times when they're merged, and these would be good opportunities to head briefly for enemy ships or planets. The cost/fuel ratio is also much better on the DDs.

13 scouts:
208i, 26b, 52g, 299r, 221kt, 3900mg, 260dp

5 Fuelers (w/out lasers):
160i, 15b, 25g, 265r, 210kt, 3900mg, 1000dp



Yeah, bread too.

Don't Let the Stars! Fade Away

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 05:55 Go to previous messageGo to next message
tgellan is currently offline tgellan

 
Chief Petty Officer

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In my last game, I did use an even more radical use for DDs. It was very well in the end game by then. I played as SS and any border was filled with mines, both mine and not mine Wink Research was also reaching max levels, for instance I had at least W maxed out...

At that point, my territory was completely covered with colonies but I was trying to increase it, so I looked at those nice green planets across the border that were not used at all... Then I had several obsolete transports still in use, so the solution was the following:

DD with good engine, 2x best beamers, 1x Colony Pod, some gimmicks like Overthrusters... Alone they were perfect sweepers, in packs nice skirmishers and merged with those obsolete freighters perfect colonizers. They could even have had a penscan too, thus acting as scouts too, but don't remember that though...

Of course they were nothing ressource efficient, but then, I didn't need many of those. Therefor I wouldn't do that in early games, in that late game they did just fit in perfectly as a multipurpose, low-number vessel Smile

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 10:12 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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I like to use DDs for sweepers, especially against SDs. Even late game they make some of the best sweepers. Nubians can take more hits, but are much more expensive. Usually you don't put the best equipment on them, second best makes them cheaper, and more expendable, because then you're not giving away tech to people who kill them. And, I generally do put armor on them, it decreases their combat ability, but increases how well they survive mine hits. The amount of armor depends a lot on if you're facing SD, if you have RS, and what tech you have, organic is often not enough if you have RS and are facing a SD.


- LEit

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 10:56 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
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RS has a disadvantage? New Shocked

I don't see much point for even putting armor on battleships as although they're tougher, they're slower and too easy to outmaneuver and take advantage of. A case may be made for missile BBs but for them I'd still rather spend the iron on more missiles instead of armor. I would use armor if it was expensive but light, or heavy but cheap, but being both expensive and heavy it just seems suicidal. Now if FreeStars or a mod used my idea for a weapon that bypasses shields and damages armor directly, it'd be a different story. Sorry for going off topic. Razz


[Updated on: Fri, 12 January 2007 11:00]

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 13:49 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yep who talks about BBs here? its all about DDs. Wink

For RS race the late game most efficent DD sweeper seems to be DLL7, a wolf shield and a gatling. Its cost is 18 resources at full miniaturization, pack of 5 lives 4 mine hits. I believe there is nothing other for RS race that can both sweep and live 4 mine hits for 90 resources. Nod

Non-RS race has bit better options with DD. Wink For example DD with DLL7, 2 organic armors, gorilla shield and 2 gatlings. Will survive mine hit alone and 4 mine hits as pair.
Pair costs 76 resources at full miniaturization. Very Happy

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 17:26 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

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Unless you get Croby!

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 18:44 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Coyote wrote on Sat, 13 January 2007 00:26

Unless you get Croby!


Hmm ... please tell design too? How you use Croby Shramor for more cost-efficent sweeper? Rolling Eyes

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 20:35 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

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For RS IS, it increases the ship's armor DP and is a decent shield too.

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Re: Radical Uses for the Destroyer Fri, 12 January 2007 20:50 Go to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
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Coyote wrote on Fri, 12 January 2007 20:35

For RS IS, it increases the ship's armor DP and is a decent shield too.


Croby on a DD isn't a good idea. On a FF it is, and that's probably a better sweeper, if you can build it.



- LEit

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