Home » Stars! 2.6/7 » The Academy » Gateable Arm Nubians ?
Gateable Arm Nubians ? |
Sat, 21 May 2005 13:45 |
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spork | | Crewman 3rd Class | Messages: 4
Registered: April 2005 | |
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What would a a good design for a gateable Armageddon Nubian?
Playing CA NAS - no gagdgets. Havent got TransStar 10 yet. Will have to use IS10. No specific design I need to counter. Doesnt seem like the opposition has Armageddon yet.
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Re: Gateable Arm Nubians ? |
Sat, 21 May 2005 21:35 |
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Braindead | | Officer Cadet 2nd Year | Messages: 239
Registered: April 2005 Location: Ohio | |
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Are you sure you want a gateable Armageddon Nubian? With IS-10? Ship hull is 100kT, 3 IS-10 engines are 75kT, 3 Armageddons - 105kT. This alone is 280kT leaving you with 20kT capacity (assuming 300/500 gate) left for the rest. I guess you can fill it up with Nexi, shields, and jammers. I wouldn't bother building something like this though. It'll be an expensive ship with little firepower. If you want gateable nubs with IS-10, build beam ships.
If you absolutely need gateable torpedo ships, get TS10, put two slots of Omegas (or Armageddons if you don't mind a little overgating), 4 slots of shields, 3 slots of jammers, and 3 slots of computers. This will be gateable and will give you close to 2000fp damage (3000 for Arms) with very good defenses.
In general though, don't just build ships. Know how you plan to use them (at least to start with). Do you want them for defense? offense? Do they need to be fast during the battle? Are you planning to fly them long distance? If you can't answer these questions, the designs you build will be very generic and most likely not the best choice for any given situation.
Braindead
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Re: Gateable Arm Nubians ? |
Sat, 21 May 2005 22:31 |
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I'm with Braindead on this one.
Figuring the weight of the engines, you run up to the 300kt gate limit very quickly. Since you are designing a missile ship, battle speed is less of a factor. You could even use fuel mizers on the ship and keep fuel transports available. The main problem with creating any missile ship is the weight - taking an empty hull with fuel mizers and 2 slots of Armageddons you would already be at 328kt. 2 slots of Omega torps though leaves you some weight to play with so, for a gateable offensive missile type nubian I'd use the omegas. Since the omega torps have much higher accuracy, every battle nexus you put on the ship is a counter to a jammer 30. Most starbases (or ultra stations) will have 6 jammer 30's for a SB and maybe 9 for an Ultra station. So, 9 nexies and you still have 80% accuracy or better.
Since you will send chaff - (and the chaff isn't going to be using W10 engines anyway), an offensive missile ship will be taking less missile hits as the chaff eats up the missiles - it'll be the beamers that get in to shoot at you. Lots of shields and beam deflectors keeps your ship alive longer while it shoots its torps off.
I'd likely use something like this for a gateable design:
Fuel mizers
9 x Battle Nexus
6 x Omega torps
9 x beam deflector
3 x overthruster (ship battle speed 2 1/4)
9 x Complete phase shields
Ship weight 310kt.
An alternative would be to heavily cloak the ship and replace the beam deflectors with cloaks. The weight goes up a little but, at 328kt with 9 super stealth cloaks the ship is 96% cloaked. This is wonderful for surprise attacks. A NAS race will have a maximum of 560 ly scanning from a planetary scanner, a non NAS race could have 620ly - any torp nubian this heavily cloaked can be within 25 ly of a planet and still be invisible. Even with an enemy that has Eagle Eye scanners you need only be 27 ly from the scanner to be invisible. Peerles scanner with NAS and you have to keep the ships 41 ly from the scanners.
Whatever you decide to do, make sure you know your enemy.
Ptolemy
[Updated on: Sat, 21 May 2005 22:33]
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Re: Gateable Arm Nubians ? |
Mon, 23 May 2005 00:11 |
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In my opinion the original poster is correct in wanting SOME missile boats, though should have more beamers. A few missile boats keep the enemy wanting some chaff and worrying about protecting his chaff. Nice to have options on what is thrown into a battle so he can't counterdesign as easily.
If you stick less missiles on the boat, you make other things cheapo too to keep it balanced, so for example cheaper battle computers (don't worry about init war, let him jam which makes him more vulnerable to the beamers).
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Re: Gateable Arm Nubians ? |
Mon, 23 May 2005 06:01 |
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mazda | | Lieutenant | Messages: 655
Registered: April 2003 Location: Reading, UK | |
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Ignoring the reasons for wanting an Arm nub.
I'd go with 9 Arms.
Rest of stuff is very dependent on lots of other things.
Shields - depends on En level/whether RS.
Comps/Jammers - Nexi or SBC, Jammer 20 or 30, how many missile BBs your oppo has.
I'd also make space for some deflectors for when they finally bring out some beam Nubs.
If you use 9 comps then it generally means that the enemy missile ships (BBs) can't have jamming AND first shot.
Reason for 9 Arms is that against unjammed beam BBs then 1 Nub will kill one BB even with the shields still up.
If they have 66% jamming then it falls to about half that.
And hopefully you get the first two shots anyway.
It is just about "light" enough to gate (550kT Nub will take 37% damage, and lose about 10% (??)).
BTW, I've never considered using FuelMizer/QJ5, but if you have it then you'll save a lot of weight, some resources and both those things mean more ships.
You only really need to move 1 space on the first round - either forward, to get the base, or back, out of range of chaff, depending on your tactics.
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Re: Gateable Arm Nubians ? |
Tue, 24 May 2005 11:18 |
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" Of course QJ5 hurts if you have to move them warp 10"
Also sometimes in battle the missile boats won't have extra movement which could be difference between being in good spot on battleboard or bad.
The other alternative is less missiles and cheaper battle computers, giving up on winning init war and less firepower but having less attractive and better armoured boats.
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Re: Gateable Arm Nubians ? |
Tue, 07 June 2005 00:22 |
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In my experience, unless you're an AR with minerals out the wazoo, using Missiles on the defense is a waste of your resources.
Missiles should be first and foremost your offensive line. That said, you shouldn't have to worry about overgating losses as much. You're going to be gating these ships maybe once or twice in their lifetime. By adding missiles that will go beyond 300kt->600 (as a rule of thumb I stay below 600kt), you basically double the firepower. 8% net losses is a pretty good deal for at least 30% increased firepower.
I also ALWAYS go warp 10 w/ my missile BBs. 1, you get addition turns out of range of chaff that will gain you shots against enemy's main line beam fleets after taking out the pesky starbases. And more importantly, missile BBs are best used on the attack (w/ a healthy chaff escort). You want the added warp 10 range for tactical flexibility. Also means you can move the ships and avoid overgating SOME of the time.
g.e.
====
"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. DickReport message to a moderator
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