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Home » Stars! 2.6/7 » The Bar » Useless components?
Useless components? Sun, 19 February 2006 20:24 Go to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

Jammer 10, Strobnium, Lady Finger Bomb, Black Cat Bomb, half of Smart Bombs, Sub Galactic Fuel Scoop and Robo Miner... I meant they are "useless" from scratch.

Depends on game and what you want.

Black cat bombers are best you have with beta torp early suprise strike on enemy HW.

Strobium was my most cost effective armour for light starbases when my BET HE hordes swarmed the galaxy. BET changes the numbers.

I have considered smart bomb #1 and actually used #2 and later very effectively. Matter of having a friend or friends share the bombing (giving them some). It was so effective that my enemies by games end were discussing bombing their own worlds before we came so we wouldn't get the factories intact.

Sub galactic fuel scoop has been used by others, intermediate to advanced in skill level, the usage made sense.

Jammer 10... if my electronics isn't good enough for better, I'd consider a few on a starbase to keep my starbase/gate alive.

Lady Finger... a low pop growth game and 300 colonists killed per bomb may be worth more than the % killed in early war. I was thinking about one with all races forced to be 3i or 2i with all planets habitable (with restrictions on HE and AR)... a primative game in small/tiny universe where planet draw didn't matter as much. I can think of other game types as well such as tech level restricted by year where all you have is lady bomber and you want to bomb (rather than lose your own pop while dropping).

Robo Miner... your own comments in Usual suspects new game shows it is not useless. In a really slow tech game it may be worthwhile till better becomes available, especially if you have UR.

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