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icon5.gif  Weapon choices Thu, 19 December 2002 13:20 Go to next message
UAF commander is currently offline UAF commander

 
Petty Officer 2nd Class

Messages: 54
Registered: November 2002
I was wondering what weapon choices are good throught the game.
What should the first basic armed probes be armed with?
What about the first destroyers?
Privateers and other ships?

Should the first ships have beam weapons, or missiles?
and what about the mid game ships?

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Re: Weapon choices Thu, 19 December 2002 14:20 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

Personally....

Yakamora light phaser is first weapon to use.

Then either gatling guns or Jihads depending upon mineral levels.

After that I like the disruptor weapons and doomsdays.

Then I let the tech ramp up to either bigmutha+AMP combo ships or Armageddon/Omega ships.

Reasons...

The yakamora on a light fast ships does plenty of damage and is superior to the beta torp in every way but range. You'd need alot more beta ships vs yakamora.

Gatling + Jihad. Once jihad gets developed it's a major turning point, most sheilds are weak at this stage, that is if anyone is using them yet. Jihads reap havoc on AR's and a generally a spanky good weapon early one. Gatlings rip apart minefields and hit multiple targets which is good when assaulting planets.

Disruptors - big damage, and upto range 3. Comptetive against the cap missiles of the same area. Range is weaker but at this stage sheilds tend to be present and most ships will have at least jammer 20's.

Doomsday - starbase assault weapon. Possibly couple with some ships that are really heavy armoured and have sappers.

Arms+Omega - just good boom weapons. Tear apart opponents with some nexi being used. Chaff is bad though.

Big mutha+ AMP - who cares about minefields???

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Re: Weapon choices Thu, 19 December 2002 18:53 Go to previous messageGo to next message
johng316 is currently offline johng316

 
Chief Warrant Officer 3

Messages: 177
Registered: November 2002
Location: Indiana, USA
The answer depends entirely on what you are trying to achieve during the game.

If you are facing an opponent in the early game who is fielding a horde of Yak phaser frigates, you should counter with beta torpedoes if you don't yet have Delta Torps. Beta torps en masse will generally get you more kills vs. resopnding with a beam design of your own (unless you can field a larger stack with better shields).

Each situation in the game calls for different weapons. In general, I avoid torps in the early game unless in response to a large FF horde. For the most part, I like:

Yakimora Frigate
Bazooka or Colloidal Cruisers, sometimes with a pair of sappers
Jihad BB
Disruptor BB with a few sappers
Doomsday BB

But that's in general, and every game has different requirements. The key is to be flexible and responsive to what each situation calls for in terms of range, weight, initiative, etc.

My 0.03 worth

John G



All Your Base Are Belong To Us.

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icon3.gif  Re: Weapon choices Fri, 20 December 2002 01:02 Go to previous messageGo to next message
Stalwart is currently offline Stalwart

 
Chief Petty Officer

Messages: 74
Registered: November 2002
Location: Varies

Hadetings all,

What weapons to use in general through out the game is a question that plagues every Stars! player in every game in every situation. You are going to get a mixed number of responses, debates, and different aproaches to weapon combos. To make an answer that best suits your question one may want to look into what kind of game you wish to play in, what your PRT, and what your basic style of play is going to be.

To make my point clear lets look at the different factors that contribute to weapons use more specifically:
Tiny: These games people tend to play races who get an early start and have LRT's that center on the early game (NRSE/RS/NAS/ and oddly enough, CE). These games also have a lot of cheap tech, so you will see more Early bouts of Jihad BB's or Jugernaught CA's, all of which are affected by who can grab the most amount of territory first, who can keep the tech lead, and more importantly, who can hold their ground the longest. Horde Strategies (Range 3 Beamer Frigates and Outragious BB designs with low tech weapons can be found in these games).
Small: These games are ideal if you are looking for a Mid Game style aproach. What weapons are good here? You will find that you will find a mix of cheap Beamer DD's for escort duty, ocasional heavy shielded Beamer hordes (using frigates), A mix of Gattling/Sapper Cruisers with Jihad Cruisers, and soon there after, long bouts of Battle Ships, chaff, and close range beamer BB's.
Medium: You will find all of the above plus a mix of advanced BB's and a wide range of Nubians.
Large-Huge: These games are so large don't expect to be using Frigates, Scouts, or Destroyers for Battle, but rather occasionally Cruisers and Heavy Stacks of Battle Ships and Cruisers.

Of Course Slow tech will definately render this differently, and most of the time one may want to focus on large stacks of Frigates (those stacks easily take advantage of the low Accuracy Torps in the pre 30's). With that in mind you will notice HUGE differences in ship designs which reflect who has cheap/noraml fields and expensive.

With all that in mind the best weapons to use are the ones at your fingure tips. Diplomacy and your focus in the game of course will always be your best weapon, regardless of the game. Even in one on ones, a player who has high tech but poor strategic/tactical skill will fall to a lower tech Heavy Strategist. Read Sun Tzu's art of war if you wish to improve ANY of your game, not to mention your method of aproach to war in general.

To aid those completely new to the game and don't even have a clue what I am talking about I shall put forth this Time Table consisting of the general time of when particular ships/hordes will apear:
2410: -f Races can Horde Using Yak DD's and take out a HW around this time. UPGRADE YOUR STARBASES BY YEAR 5, just to be safe of course...
2415-20: First Range 2 Beam Frigate Hordes Apear. Defend with Starbases with large stacks of Torpedos and all the Computers your minerals can spare... if this happens.
2425-2435: Range 2 Beamer Cruiser Hordes
2430-2450: Beginning of the Jihad Era (some player can get this by 2430 if they player their cards right). Jihad Cruisers coupled with Gattling/Sapper Cruisers are built and consist the majority of the fleets of this Era.
2450 Onward: This is where things get Dicy, bets but is to go for the race towards Armagedon BB's by 2470. For Beamer Battleships try to get the movement as high as you can get it by using your best engines, putting enough armor on the ships to keep them strong but still fast and swift, if not gatable. Keep Sappers if you can on the Beamers, but also put some on your Missle Ships in case those Beamers get to close.
By the endgame (if you have gotten that far) The obvious answer is to go with the best beams and the best missles, but if you ask me, and from what I have testbedded this works, go with the cheaper designs. When I say cheaper I mean using the Omega Torpedo on the Nubian coupled with a heavy range 3 Beamer Nubian, keeping your Beams and Torps in seperate fleets, gi
...




"Attaining one hundred victories in one hundred battles is not the pinnacle of excellence. Subjugating the enemy's army without fighting is the true pinnacle of excellence."- Sun Tzu

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Re: Weapon choices Fri, 20 December 2002 15:58 Go to previous messageGo to next message
Steve is currently offline Steve

 
Officer Cadet 1st Year

Messages: 217
Registered: November 2002
Location: 40 deg N, 90 deg W
Early game I like Bazooka frigates in large numbers (with RS) - but not when the enemy is SD.

The Bazooka Frigate is very light and will allmost allways get into range of a range 3 ship. Yak ships are toast once range 3 beamers show up.

I try to avoid putting torpedos and missiles on ships until Dooms.

Natually the AMP Nubian seems to carry the day eventually - though you need a counter for the Chicken missile and torpedo ships that you can never catch!

{mod edit: fixed the ZZZ}


[Updated on: Fri, 26 January 2007 05:36] by Moderator





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icon7.gif  Re: Weapon choices Fri, 20 December 2002 20:41 Go to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

DD's with a pair of yaks and a shield work well early on. Of course, bludgie frigates will shred them so fast it ain't funny, so they're not good for very long. Next I'd reccoment bazooka frigates, then colloidal cruisers, until you can build colloidal battleships (sappers in the wing slots, 6 capacitors, sleek and fast)... build tons of these with chaff support, they'll eat cruisers for lunch. You can also throw in some jihad bb's if you want, but I try to save my iron for juggs if I can. If you need gateable firepower, missile cruisers can do the job, and unarmored beam bb's gate reasonably well. From then on it's up to you to find your favorite mixture of beams and missiles, and vary it often to keep your enemy off balance. Once the nb era arrives, go for lots of AMP beamers, and a few fast omega boats if you can afford them.

{mod edit: fixed the ZZZ}


[Updated on: Fri, 26 January 2007 05:37] by Moderator


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