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Re: Battle plans Sun, 31 May 2009 05:11 Go to previous messageGo to previous message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
Eagle of Fire wrote on Fri, 29 May 2009 21:52

Maximise Damage
Locate most attractive primary target (or secondary if no primary targets are left). If any of your weapons are out of range of that token then keep moving to squares that are closer to it until in range with all weapons. If using any beam weapons (as they have range dissipation) then attempt to close to 0 range. If just using missiles or torps and in range then move randomly to a squares still in range.

A lot of players suggested that Maximize Damage Ratio is the best default tactic... But from personal experience, I'd have to say that this tactic is the best default one for beamers. Join this tactic to a beamer ship, and you'll be certain that no matter what your beamer ship will aim for the most attractive target and pursue it until it dies. If not still in range of his target but in range of other targets, it will still fire at his secondary targets. Or if you select "any", then it will fire on anything in range.

I like this tactic because it is the only tactic which never disappointed me at least once. It's very straightforward, even if sometime it means that the ships will kamikaze themselves. But at least, you did plan it that way. Or should have. :P


IMHO max damage is the best battle orders for beamers with range 1.

With beamers of range 2 or 3 and max dam you might run into Black Jacks (range 0, power 90), Bludgeons (range 0, power 231). As Eagle of Fire said: max dam forces ships to move as close as possible... against Black Jacks this isn't a very good option. With max dam ratio your ships would try to keep the distance that allows them to fire but not the Black Jacks.

Range-0-weapons are of very limited use and easily outmaneuvered but especially in beginner games, players try to attack bases with range-1-weapons or with the wrong battle orders and then this special and often only one-time-usage weapons like Black Jacks are the right thing to smash your enemy's first big fleet.

While talking about attacking bases, there is one very important restriction to all battle orders: all weapons mounted on bases get their normal range+1. No battle order takes into account this bonus of +1. This can be seen most davastingly with "min dam to self" when ships move into a base's firing range, get shot, move out just to move in again, get shot at again...

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