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AR Miners Wed, 17 March 2004 01:10 Go to next message
Inquisitor80 is currently offline Inquisitor80

 
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I have been playing AR for a little while now but i always get stuck on the ship slot issue.

I am looking for the beat all end all miner.

I always use ARM with my AR race.

Please tell me what is the best single design with and without any MT parts.

-Inquisitor80



- Inquisitor80
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We must move forwards not backwards, upwards not forwards, and always twirling, twirling, twirling toward freedom.

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Re: AR Miners Wed, 17 March 2004 02:21 Go to previous messageGo to next message
iztok is currently online iztok

 
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Hi!
Inquisitor80 wrote on Wed, 17 March 2004 07:10

I have been playing AR for a little while now but i always get stuck on the ship slot issue.

Welcome to reality. Wink

Quote:

I am looking for the beat all end all miner.

Not existent. There are always pros and cons. But superbug may be the one.

Quote:

I always use ARM with my AR race.

Not necessary, but it helps.

Early game: build only what you really must, or you'll be facing iron crunch much earlier. Potato bug isn't effective (8.3 res/mine), I usually wait for con-7/elec-4 for the maxi-miner-robot (6.7 res/mine). That miner helps me to get through expansion phase, so I don't build much of them (5-10 robots per a planet). There are two types of late game miners: gateable and non-gateable. I don't build the later, as it takes too much time to get them where I need them. There are two gateable designs:
- "superbug": midget miner, two ultra-robots, cheap engine, and
- mini miner with single super-robot, cheap and light engine. Gateable with 1-2% loses, does the job perfectly.
- beat-all end-all miner: ultra-miner hull, 8 Alien Miners, Enigma Pulsar (mass 300, combat speed 2.5, 94% jammed, 84% cloaked, in practice impossible to spot, catch, kill and build Wink)

BTW, don't count on ANY MT item if you want to survive until the end-game. That item will never arrive. Wink
my 2 cents
BR, Iztok


[Updated on: Wed, 17 March 2004 02:38]

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Re: AR Miners Wed, 17 March 2004 06:29 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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For my long term design I would always use midgit miners equiped with ultra mining robots.

I think assuming the MT miner is a dangerous choice. If thats the case you are generally looking very long term, in which case you would've been better off just building the ultra miners earlier in the game.... OFC if you luck out and get the alien miner in teh first 40 years of the game then everything changes, but much after this and I probably wouldn't waste a ship slot trying to upgrade.

The tiny saving in cost using the ultra-miner hull over the midgit-miner is greatly outweighed by the fact it is not gatable, and usually takes at least 2 years to build (effectively denying you about a half turn of it's usual mineral gen.) The gateablility is cruical as is saves you heaps in freight costs and in efficiency (at least until all your worlds fall below 30^conc.)

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Re: AR Miners Wed, 17 March 2004 06:31 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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hmmm, maybe I should've read Iztok's post more carefully... Embarassed I didn't say much he hadn't already, except about the hidden cost benefits of using midgit over ultra. Cool

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icon5.gif  Re: AR Miners Wed, 17 March 2004 09:15 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
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Definitely midget miners with ultra miners on them. They mine like crazy and they're gateable.

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Re: AR Miners Wed, 17 March 2004 10:08 Go to previous messageGo to next message
Kotk

 
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Key values are gateability and price. I always use qj5 engines, these are cheapest and lightest. Now to the specific designs:

With ARM it is Midget Miner hull with 2 Ultra mining robot (ultra bug). Nothing is better cost effective than ultra bug.

Without ARM and without Alien Miner it is Mini Miner hull with 1 Robo Super Miner robot (almost gateable). Mini Miner hull with 1 Robo Maxi Miner is more cost effective at max tech, however AR should be the victor before it ever gets to max tech and it certainly is not worth switching if he eventually maxes its tech before winning the game.

Without ARM and with Alien Miner it is Maxi Miner hull with 8 Alien miner robots.

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Re: AR Miners Wed, 17 March 2004 11:17 Go to previous messageGo to next message
Inquisitor80 is currently offline Inquisitor80

 
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Great all, thanks.

I was not sure if there was a consensus out there.

I was concerned about the cost of all the extra engines on the the midgets vs. using a Ultra hull and having a few engines. But you all pointed out what i guess i already knew. Teleport Gateablity is key Teleport

Thanks for all your help.

- Inquisitor80



- Inquisitor80
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We must move forwards not backwards, upwards not forwards, and always twirling, twirling, twirling toward freedom.

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Re: AR Miners Mon, 22 March 2004 21:36 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Yup. Pretty clear isn't it? The tricky decision is whether to take ARM or not Sad

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Re: AR Miners Mon, 22 March 2004 23:07 Go to previous messageGo to next message
Inquisitor80 is currently offline Inquisitor80

 
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From my limited experience i have to say it is a must.

Plus it gives you 2 free miners in the beginning Very Happy

-Inquisitor80



- Inquisitor80
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We must move forwards not backwards, upwards not forwards, and always twirling, twirling, twirling toward freedom.

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Re: AR Miners Tue, 23 March 2004 08:14 Go to previous messageGo to next message
Kotk

 
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From my experiense ARM is quite good to have but not a must. I have played (and won) without it.

Its not so bad without ARM. One Robo-maxi-miner gives 18 mines and miners with it can be built around turn 15 at HW (or casual other station) if needed. The construction 12 is possible to get around turn 30 and so build ultras everywhere and Robo-super-miners there (fountain miners of non-ARM AR). Half worse than ultra bugs. OTOH the ARM AR is nowhere near getting construction 15/elec 8 for ultra bugs so early. So ... quite comparable situation.
The 2 potato bugs people keep mentioning are eye-candy Trash See ... Pair of these are equivalent of 20 mines.
Lets say the best planet to mine around your HW has 62% iron conc ( Yuck has happened to me in game).
Their scrapping value is around 60 iron. Neutral The bugs must mine 6 years to give it back by mining.
Add one year for going there and one year for bringing the minerals home and you get 8 years of messing around.
What huge Trophy is that 60 iron anyway? One medium freighter + one pinta. Does not save your empire. Puppy dog eyes

My alternative to 2 potato bugs is to get one % more pop growth instead of ARM and drop 400kT pop somewhere if 20 mines there can make any difference (some 100+ iron world as example).

Do not get me whole wrong here ... ARM is still quite fine thing to have. Wink

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Re: AR Miners Tue, 23 March 2004 17:53 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Kotk wrote on Tue, 23 March 2004 06:14


The 2 potato bugs people keep mentioning are eye-candy Trash See ... Pair of these are equivalent of 20 mines.
Lets say the best planet to mine around your HW has 62% iron conc ( Yuck has happened to me in game).
Their scrapping value is around 60 iron. Neutral The bugs must mine 6 years to give it back by mining.
Add one year for going there and one year for bringing the minerals home and you get 8 years of messing around.
What huge Trophy is that 60 iron anyway? One medium freighter + one pinta. Does not save your empire. Puppy dog eyes



Actually is a little better than that. We are talking AR, so if mining HW then yes 50% average but no transport times. If mining another world, it will be a high iron one, hence count maybe 90 iron rather than 60.

On the odd chance an AR also went with BET (not for everyone, plays much different) we are also talking extra miniturization bonuses. Original potato bug, starbase and orbital fort are all down to 20% of turn 0 cost by all techs 16. (rather than the 36% cost still going down to max of 25% with non BET)

No matter what, gateable miners are sweet for an AR... easier to send a stack and strip mine your own high mineral border planet when safe to make it less desirable.


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Re: AR Miners Tue, 23 March 2004 22:29 Go to previous messageGo to next message
Kotk

 
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The true reason why ARM is good: Ultra bug is almost twice cheaper than robo super miner. When non-ARM AR with 30 greens will build miners for about 250k resources then ARM AR can do same using about 150k resources. Ordinary races use about 90k resources when building mines for 30 planets, but their mines cost no iron. Thats mostly it. Rest of the points are widely minor.

multilis wrote on Wed, 24 March 2004 00:53

On the odd chance an AR also went with BET (not for everyone, plays much different) we are also talking extra miniturization bonuses. Original potato bug, starbase and orbital fort are all down to 20% of turn 0 cost by all techs 16. (rather than the 36% cost still going down to max of 25% with non BET)

Oh Oblanders old school of BET AR again? Shocked Laughing AR should never enter a game that will end before nubian era.
Fort is free for AR. Base is obsolete at construction 12 for AR.
Going from 10 to 16 with expensive bio costs 180k resources. Cant you find something better to do with resources than miniaturize bugs? I would prefer building 1800 real miners for example. Wink

Quote:

No matter what, gateable miners are sweet for an AR... easier to send a stack and strip mine your own high mineral border planet when safe to make it less desirable.

Sweet they are, but who said miners can be gated only with ARM? QJ5 + 1 robo super at mini miner hull weights 324kT so overgating losses with 300/500 gate are about 1.5%. Its safe to ignore such losses.

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Re: AR Miners Tue, 23 March 2004 23:38 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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You basically have to balance between 2 choices:

1) ARM
You will have to wait a lot longer for your main miner design (cons 16, elect 8 takes a long time to get in a real game) but when you get it your miners will be much better. You also get the benefit of the cheap midigt miner hull which saves resources on early miner designs.

2) non-ARM
You will invest heavily in miners earlier in the game (cons 12 elect 6 is a lot easier to obtain.) Your miners will cost more, but you get extra RW points and may be able to offset the disadvantage by the flexibility of being able to invest heavily in an earlier deisgn.

ARM races can also invest in the earlier miners, but they will inevitably end up scrapping them, unless they can afford to maintain 3 or more miner designs.... Crying or Very Sad

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Re: AR Miners Wed, 24 March 2004 02:33 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Kotk wrote on Tue, 23 March 2004 20:29

The true reason why ARM is good: Ultra bug is almost twice cheaper than robo super miner. When non-ARM AR with 30 greens will build miners for about 250k resources then ARM AR can do same using about 150k resources. Ordinary races use about 90k resources when building mines for 30 planets, but their mines cost no iron. Thats mostly it.


Your math is still out. AR can mine anywheres. Normal race can't move mines, can't focus as much on rich mineral planets. This can by itself make a factor of 2 difference in minerals.

How about miniturization? How much does an original potato bug cost per mine with 80% reduction in cost?

Not everyone goes improved starbases with AR. Some go with save the points for something else (just as like not all go for ARM). 80% reduction on starbase cost is huge.

Other races can do gatable mines but not as well as AR or IT. AR has advantage of mining world containing gate, time saver and defensive bonus.

Cheaper is better, ARM gives much cheaper gatable.


Quote:


Going from 10 to 16 with expensive bio costs 180k resources. Cant you find something better to do with resources than miniaturize bugs? I would prefer building 1800 real miners for example. Wink



You don't get it. BET has its plus. Conventional flak costs 4 resources a ship. Special flak costs much less. You save on nearly ALL ships with miniturization and BET magnifies that. This includes savings on MINERALS.

Try killing shielded flak so your missile ships can fire against a BET who can crank them out cheaply. Conventional flak can be given to ally to bring attractiveness up. (BET + non BET ally make interesting ship trade).

The whole BET plays different, including different ship designs and tactics, different tech research order. You have to think different to get ahead with it.

Minor advantage, bio 16 also helps on smart bombers which are useful for helping allies.

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Re: AR Miners Wed, 24 March 2004 03:38 Go to previous messageGo to next message
iztok is currently online iztok

 
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Hi!
Quote:

Not everyone goes improved starbases with AR.

Playing an AR in a regular game without an ISB is painful. It is the only LRT that is a must for an AR (at least from my POV). The next one by importance is IFE. All others just help.

Quote:

Some go with save the points for something else (just as like not all go for ARM). 80% reduction on starbase cost is huge.

180k res spent in bio 16 is huge waste. You'll realize that when you'll face better players - harder games.

Quote:

Conventional flak costs 4 resources a ship. Special flak costs ...

A scout-chaff costs 9 res (and 4/3/4 minerals) with bio-7 (that's the highest level of bio most players reach until they don't know what to do with spare resources). At techs weap24/con15/bio7 a FF-chaff costs 4/2/4/10 a non-BET race and 3/2/3/9 a BET race. But that phase doesn't last long, and at con26 that difference comes down to a single resource - in the late game, when you have more than enough of them.

<nitpick> BTW a word FLAK comes from FluzeugAbwehrKanonne (Anti Aircraft Artillery) that's for killing planes(ships), not for protecting them as CHAFF does.</nitpick>

BR, Iztok


[Updated on: Wed, 24 March 2004 05:21]

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Re: AR Miners Wed, 24 March 2004 09:12 Go to previous messageGo to next message
Kotk

 
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multilis wrote on Wed, 24 March 2004 09:33

How about miniturization? How much does an original potato bug cost per mine with 80% reduction in cost?


I cant do my homework before saying something? Mad2 Laughing Sure Poke its for spreadsheets. Cool Let me see.

BET Potato bug at start tech       01/00/00/00/00/00  costs 41/0/12 123
BET Potato bug at sane tech        16/24/12/17/12/07  costs 26/0/9 79
BET Potato bug at insane tech      16/24/16/17/16/16  costs 9/0/4 25
Potato bug is 10 mines so it costs at that insane tech per mine: 0.9/0/0.4 2.5
After doing the insane bio the potato bug is still obsolete so investing 180K more into them will result as 7200 miners that act as 72000 mines.

BET Ultra bug at sane tech         16/24/12/17/12/07  costs 34/0/11 105
Ultra bug is 50 mines so mine costs: 0.68/0/0.22 2.1
Instead of banging 180k into bio one armed with BET, ARM and sanity will build 1700 ordinary ultra bugs that act like 85000 mines. The figures without BET and with ARM are worse but no significally worse.

So... What our non-BET and non-ARM guy will do?

Robo super miniminer at sane tech  16/24/12/17/12/07  costs 36/0/9 102
Robo Super is 27 mines costs so cost per mine is: 1.333/0/0.333 3.778
Yes, the miners are more expensive than with ARM. However thanks to opponents who do mistakes like BET + bio + potato strategy our non-ARM guy secretly Lurking hopes to economy 100k somewhere (for example thanks to these 70 rw points) and invest 280k resources into miners. It will result with 2750 miners that act as 74000 mines.

Conclusion:
ARM is good like usual, non-ARM is doable like usual, BET in newbies hands will benefit opponents, like usual. ROFLMAO ROFL Crazy

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Re: AR Miners Wed, 24 March 2004 11:29 Go to previous messageGo to next message
multilis is currently offline multilis

 
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"At techs weap24/con15/bio7 a FF-chaff costs 4/2/4/10 a non-BET race and 3/2/3/9 a BET race. But that phase doesn't last long"

LOL, you are playing BET as a NON BET! Completely stupid to leave bio at 7, for BET. Shielded flak looks a little different depending on tech levels, you need it to do its job.

RNA scanners are useful for anti cloak. Smart bombs are useful for factory saving bombing for cheap if you have allies.

...

My point with ordinary potato bug wasn't that I was going to be using them all game, but what miniturization does. 3 resources a mine combined with placing mines at ideal worlds (unlike fixed mines can move on once world stripped) means cheaper mines than any other power. And it gets better with more advanced miners+BET.

Ship trade is a beautiful thing. What is obsolete for you is useful for someone else. Last game I provided chaff to friend and got old transports from an IS as he upgraded.

Try rebuilding a super starbase if it gets blown up. An 80% reduced cost regular starbase is quite appealing, for both replacing losses and rapid expansion.


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Re: AR Miners Wed, 24 March 2004 16:24 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Quote:

Playing an AR in a regular game without an ISB is painful. It is the only LRT that is a must for an AR (at least from my POV). The next one by importance is IFE. All others just help.


I recently played an AR race with ARM but not ISB. It was ranked 1st when the game halted (that's a whole other story you all know about.) In that game I had the good fortune to ally with another AR race that had ISB but not ARM. ISB gave him the early-mid game resource boost to push us both through to cons 17 for deathstars, while I had the mineral edge that meant he didn't ever need to mine despite the fact war started early in the game. Awesome combo.

I'm not sure I'd risk playing without ISB again, but in this game having the extra RW points really paid off.

If you don't choose ISB, I think it is essential to have ARM to pay the extra cost of starbases. It'd be awesome to have both, but the RW cost of this is painfull.

Quote:

Ship trade is a beautiful thing. What is obsolete for you is useful for someone else. Last game I provided chaff to friend and got old transports from an IS as he upgraded.



I can't stress this enough. Especially relevant with AR races - you want to build those super-miners or potato bugs to avoid an early mineral crunch, but you know you are eventually going to replace them with ultra-bugs. Solution - you have some valuable remote miners, that conventional races probably will not have built.

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Re: AR Miners Wed, 24 March 2004 16:25 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Quote:

RNA scanners are useful for anti cloak.


Hmmm? Why? I didn't think they were any different to normal scanners?

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Re: AR Miners Wed, 24 March 2004 17:44 Go to previous messageGo to next message
craebild is currently offline craebild

 
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Dogthinkers wrote on Wed, 24 March 2004 22:25

Quote:

RNA scanners are useful for anti cloak.


Hmmm? Why? I didn't think they were any different to normal scanners?

They are cheap and have decent range. The downside is they require bio 10.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
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Re: AR Miners Wed, 24 March 2004 17:50 Go to previous messageGo to next message
iztok is currently online iztok

 
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multilis wrote on Wed, 24 March 2004 17:29

LOL, you are playing BET as a NON BET! Completely stupid to leave bio at 7, for BET.

While you'll be investing in ALL fields to get proper discount I'll invest in con 13 and weap straight to 24. When our fleets meet you'll have 1/3 more (discounted) ships, I'll have twice the firepower with missiles and a range advantage with beams. If I invest in weap 26 I'll have three times the FP in beams also. Who's going to win?

Quote:

RNA scanners are useful for anti cloak.

I thought that too, before I played against a SS. A FF with five RNA has a scanning range of 14 LY against 98% cloaked rogue. A waste of a ship slot IMO.

Quote:

Try rebuilding a super starbase if it gets blown up.

Why? After Juggs're out a SB's just a sitting target. My mid and late-game SB has gates, maybe a mass driver and just a few beams and shields. Pointless to invest more.

BR, Iztok

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Re: AR Miners Wed, 24 March 2004 21:52 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:


While you'll be investing in ALL fields to get proper discount I'll invest in con 13 and weap straight to 24. When our fleets meet you'll have 1/3 more (discounted) ships


1/3 more ships????? You have got to be joking. Way more than that.

Quote:


Why? After Juggs're out a SB's just a sitting target. My mid and late-game SB has gates, maybe a mass driver and just a few beams and shields. Pointless to invest more.



After JIHADS are out an SB is diminished. I don't see juggs as a big deal, though I do for Doomsday.

Starbases are:
a) needed to hold AR colonists in rapid expansion and replacement after blasting
b) needed to build ships.
c) can be useful for defence, holding gates, etc.

A starbase may be purely a hard to destroy gate with no weapons. Or it may be a contributor to defence against smaller fleets including cloakers.

Quote:


RNA scanners...

Hmmm? Why? I didn't think they were any different to normal scanners?


Relatively low costs including mineral costs. Strange as it may sound, useful as well for a type of shielded flak for a BET who is trying to conserve minerals (have to get costs up to make shielded flak work, one way or the other).

You can do something pre-nub to help against SS, and others who may try with 97% overcloakers. NAS would make them 4 times as effective, but even without they are better than nothing in large enough numbers.

Would you rather sit with your ass in the air allowing the robber barons and/or warships and/or stealth bombers to kick whenever they want? As AR you have your friend(s) to think of as well.






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Re: AR Miners Wed, 24 March 2004 23:54 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Quote:

Relatively low costs including mineral costs. Strange as it may sound, useful as well for a type of shielded flak for a BET who is trying to conserve minerals (have to get costs up to make shielded flak work, one way or the other).


Laughing Must be annoying having to counter-act your BET advantage by adding scanners to your chaff. Laughing

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Re: AR Miners Thu, 25 March 2004 03:13 Go to previous messageGo to next message
iztok is currently online iztok

 
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multilis wrote on Thu, 25 March 2004 03:52

Quote:

While you'll be investing in ALL fields to get proper discount I'll invest in con 13 and weap straight to 24. When our fleets meet you'll have 1/3 more (discounted) ships


1/3 more ships????? You have got to be joking. Way more than that.

As I've already shown you have about 1/3 discount with BET and 10-15 tech levels lower tech ships, compared to my ships of the same design. You obviously decided to attack with such designs, so you'll have about 3 times as much low-tech ships then I'll have high-tech ones. But I'll have 3-times the advantage in firepower and in information, as you'll have to start building your ships earlier to get such numbers so I'd say it quite levels out. And when I get AMP Nubs there's no more any balance, as they'll cost you twice as much in bora and 50% more in iron/res.
So you'll have to attack early, and that doesn't quite comply with always buying 1 tech level more and researching bio above 7 and prop above 12.

Quote:

RNA scanners...
... useful as well for a type of shielded flak for a BET who is trying to conserve minerals (have to get costs up to make shielded flak work, one way or the other).

You're begging for trouble here. Just a new tech level or a stray shot with sappers can make ships you're trying to protect with your chaff all of a sudden more attractive then your chaff. If you want a real solution please check a thread in RGCS "Shielded chaff attractiveness problem solved".

Quote:

You can do something pre-nub to help against SS...

Most sure I do: I kill his planets if he starts to annoy me. Wink

BR, Iztok

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Re: AR Miners Thu, 25 March 2004 08:53 Go to previous messageGo to previous message
Kotk

 
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multilis wrote on Wed, 24 March 2004 18:29

My point with ordinary potato bug wasn't that I was going to be using them all game, but what miniturization does. 3 resources a mine combined with placing mines at ideal worlds (unlike fixed mines can move on once world stripped) means cheaper mines than any other power. And it gets better with more advanced miners+BET.

Its irrelevant what your point was because it is wrong point. I have heard arguments like: "BET + no ARM are working almost as ARM + no BET for AR". Despite that being actually better point than yours is, it is still a weak point to justify taking BET.

Lets say i play quick growth AR. Privateers and even medium freighters+boosters would kill my iron too quick. OTOH construction 8 is easily doable with AR by turn 10.
Who cares that large freighter hull costs 20 resources at turn 65 if it costs 200 at turn 10? Instead of building 10 large freighters and have all my transport problems solved for some time i have to research that construction 9 asap?

Wanna be feed with numbers:
Getting from tech 1/0/0/0/0/0 to tech 16/16/16/16/16/16 costs 790k for race with Energy,Weapons,Construction cheap + rest 3 expensive tech.
Getting from tech 1/0/0/0/0/0 to tech 16/26/9/26/11/4 costs 800k for race with Energy,Weapons,Construction cheap + rest 3 expensive tech.

I want to hear what fleet you can build at all 16 with BET against AMP nubian tech without BET?

I have never put above 300k into miners.

I have constantly put over 1000k into nubians in games i have won. I cannot imagine what i must put into jugger BB-s to win 2000 nubians, but you tell me.

The BET stuff starts to bore me. I start to remember that you were ready to duel me few months ago? Seems you have grown mature enough? Won a game? Choose the weapons. What you want to play with BET and with what i may kill it? Laughing

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