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Low tech hulls and components... Sun, 29 January 2006 17:57 Go to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Alpha torps: normally regarded as useless, but...

If your weapons tech is low and you see heavy frigates coming for your colony, a stardock loaded with alpha torps may help. As soon as you get weapons 5 (or 6 if BET) you can upgrade to beta torps.

Alpha torp flak may be effective against late game missile boats+fast beamer flak shredder combo.

Single alpha torp on a ship may be useful in battle board manipulation of movement, for example drawing enemy beamers away from a friends missile boats for several turns.


Small freighters: normally regarded as useless, but...

Find a good green near your HW and especially for an HP race it may be good to build a few to get second planet up and running faster. Afterwards they can deliver germ. Later they can be merged with an early colony ship to allow jump of 81 ly/create colony orders. (Eg. When main frieghters are fuel tank privateers and you are in hurry to reach good green)

Small freighter flak is option to protect IS orgy freighters.




[Updated on: Sun, 29 January 2006 18:01]

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Re: Low tech hulls and components... Sun, 29 January 2006 19:38 Go to previous messageGo to next message
Sr.Seven is currently offline Sr.Seven

 
Petty Officer 1st Class

Messages: 67
Registered: January 2006
multilis wrote on Sun, 29 January 2006 17:57

Alpha torps: normally regarded as useless, but...

Alpha torp flak may be effective against late game missile boats+fast beamer flak shredder combo.

Single alpha torp on a ship may be useful in battle board manipulation of movement, for example drawing enemy beamers away from a friends missile boats for several turns.



This sounds rather like the 1/512 damage exploit. Am I missing something?

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Re: Low tech hulls and components... Sun, 29 January 2006 20:20 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
It's about trying to keep the chaff out of range of the enemy chaff-shredders in the first round of combat (this chaff wants to fight at range 4 instead of range 1)

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Re: Low tech hulls and components... Sun, 29 January 2006 21:06 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
multilis wrote on Sun, 29 January 2006 17:57

Small freighter flak is option to protect IS orgy freighters.


A FF (or scout) with a cargo pod is cheaper, and counts as a freighter in battle.



- LEit

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Re: Low tech hulls and components... Mon, 30 January 2006 01:44 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
LEit wrote on Sun, 29 January 2006 20:06

multilis wrote on Sun, 29 January 2006 17:57

Small freighter flak is option to protect IS orgy freighters.


A FF (or scout) with a cargo pod is cheaper, and counts as a freighter in battle.


I would assume that a colonizer, with no colonizer module, would be a better choice. Cheaper (in mins), and more fuel while being lighter. Plus, more attractive since it has less armor... I can't remember testing it, though.

oops - Cheaper in Bora, more in Germ... 1 less resource. So, maybe better for a -f IS. Smile

-Matt


[Updated on: Mon, 30 January 2006 02:10]




Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Low tech hulls and components... Mon, 30 January 2006 04:16 Go to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Small freighter as flak... looking at numbers the other suggested options do seem usually better.

I hadn't played IS verses humans yet but last game fought an IS who used small freighter flak.

Some other factors are attractiveness verses beamer resistance, fuel supply/range, cargo.

Miniturization cost wise helps the colonizer/scout/small freighter options against frigate mid game, especially with (rare) BET.

Example using my BET race at end of trans game:
[ship type: Iron-Bor-Germ-Resources]

small freighter: 4-0-5-6
coloniser: 3-0-5-6
scout: 3-1-3-5
frigate: 4-1-4-8
mini coloniser: 2-0-2-2

(my tech levels: 16-18-17-18-15-15, I had all techs expensive, special game rules on hulls/components allowed)

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