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Re: Favorite MT part |
Sat, 06 December 2003 13:51 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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LEit wrote on Sat, 06 December 2003 10:03 | If you could have any one MT part, which one would you select.
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I voted for the MPS, but it also really depends on the PRT/LRT being played...
MPS missile Dreads on a WM is perhaps the worst nightmare ship you can encounter.
For many -f's, the Genesis Device is quite handy. Who cares about mines being destroyed! It's great for tri-immune HE's and -f IS's, too. For an AR, it's only worth is trying to make a planet more habitable. Almost not worth the effort.
For HP's and some HG's I play, the alien miner is the most attractive. Or, depending on minerals, the Hushaboom. Ofc, IT's need not worry about B52 gatability, but may like leaving some factories, even if they are -f.
In horde strategies, I've used the MCM to great effect, but it would be a waste with a CA, against narrow band races.
The AMT has it's own place, if you have the Bio. So either a really *long* game, or playing a CA.
The Enigma Pulsar is an incredible engine for Nubs, especially you are IS or HE, but a waste on WM's.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Favorite MT part |
Sat, 06 December 2003 23:42 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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Quote: |
I don't understand why it's better for IS or HE. For WM on a Nubian it is a waste. But for DNs it's nice. The jet effect is # of engines / 2 round up, so a DN gets the effect of 3 jets.
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IS and HE already get a 1 slot freebie on Nubs with the Jammer 50 and flux cap (both disputable advantages, I suppose, but very powerful IMO). Adding extra speed to an already 1 slot advantage means counter design for an opponent is a real problem. This assumes that the the other guy isn't using/doesn't have the Enigma pulsar, or isn't a war monger.
I am basing this on real game knowledge. I once had to counter a IS that had the Enigma Pulsar, and I didn't. I gave up on missile/torp designs as just 1 stack of jammer 50's are tough to blow through, and ended up with a non-jammed AMP counter to his mainline Nub. It was ugly, and we fought over the same planets for 30 years, but I beat him before we hit 10k nubs on each side. If he hadn't been iron/germ poor, I would have been meat.
As to the WM...the DN is an excellent missile/torp platform, but sucks as a beam platform, at any speed. This can be disputed, ofc, but no one has beat me via this method, and my testing shows it is a bad idea. Gut reaction to extra speed on the DN is that it would be great for retreat orders, but otherwise superfluous.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Favorite MT part |
Sun, 07 December 2003 15:57 |
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Sotek | | Chief Warrant Officer 2 | Messages: 167
Registered: November 2002 | |
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No, it really can't be disputed.
DNs are better beamers than BBs or Cruisers, DDs, or Frigates.
You can put ten caps on with no wasted slots, you can put a *lot* of shields on, and you can put more weapons.
With certain MT parts (MPS, Langston Shell, Enigma pulsar), the DN will be *very* nasty and powerful.
And the only reason that nubs are better beamers is that they can have many more BDs, have slightly better base armor, and are far cheaper, especially the BD-heavy designs.
But the DN still whallops BBs.
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Re: Favorite MT part |
Tue, 16 March 2004 15:10 |
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Well, I vote for the Alien miner. With it you can build lots of cheap mini-miners and can always select OBRM. It is hard to choose somewhat since the megapoly shell and the langston shell are great parts mid game.
Inquisitor: Sorry, there is no way to select MT parts - the Mystery Traders hand them out randomly.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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Re: Favorite MT part |
Fri, 26 March 2004 03:03 |
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Carn | | Officer Cadet 4th Year | Messages: 284
Registered: May 2003 | |
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Hi!
A game where every player gets one MT part in 2400 would be predictable, because there would be 2 sorts of players: Those who choose MCM and those who choose something else.
Or does anyone know how to deal with a -f race that starts on turn 1-6 the production of DD with fuel mizer, fuel pod and 3 MCM?
Those DDs could pen scan, lay mines, bomb and have tech level 21 weapons. I think one would at least need tech 10 in weapons and 9 in con to counter those ships and by the time one has those the enemy would start producing BBs, since he could choose weapons to be expensive and concentrate on construction.
Oh yes, i forgot, Anti-Matter Torps are good counter, since they have range 6, but MCM would still be better because of pen scan, mine laying and bombing. And maybe the best starting choice would be 3 MT life boats .
But a game where you receive one MT part, when you have the needed tech levels, would be very interesting. With a host race, which has all MT parts, its easy, players inform host when they are near the needed techs, so the scrapping fleet is ready the turn one reaches the needed techs. Of course host would have to check, that nobody is fooling him on his techs.
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