Home » Stars! 2.6/7 » The Academy » MT parts details
MT parts details |
Fri, 29 November 2002 13:14 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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Here is a description of MT parts excluding ships. New players may want this information. I don't recall the source or author. Downloaded in 1998.
Anti Matter Torpedo
Tech: Weap 11, Prop 12, Bio 21 Mass: 8 Abilities: Damage=60, Range=6, Initiative=0, Accuracy=85%
This is a medium strength torpedo that's very light and cheap to build. Good for horde fleets if you have high biotech. No other torpedo has a higher base accuracy, making this a nice weapon to have if your opponent has good jammers. And as it is range 6, and very light, it is possible to build light fast missle ships to counter those fast beamers the enemy keeps sending at you.
Multi Contained Munition
Tech: Ener 21, Weap 21, Elec 16, Bio 12 Mass: 8 Abilities: Damage=140, Range=3, Initiative=6, Cloak=10%, Torp accuracy +10%, Scan=150/75,
Bombs Planets at 2% colonists & 5 installations Lays 40 mines/yr {THE ultimate weapon}
This item can do almost everything. It's first and foremost a beam weapon, which has twice the firepower of Blasters, but is a little shy of Disruptors, the next class up. It is range 3, although if I have Weap 21, I might prefer to just research one more Weap level and go with Mega Disruptors, or use normal range 2 Disruptors for half the mineral cost. As a bomb, it's about as good as an M-80, although it does have the advantage of being not much heavier than any beam weapon, so you can load a BB with these and have a gateable bomber that packs quite a bit more punch than those two slot Mini Bombers. Perhaps it's best use is as a pen-scanner for NAS races, where 75 ly of yellow is very good. One might be able to load a Nubian or some other ship with these, and have a multi-purpose SB killing, planet bombing, mine laying to secure the area capital ship. They say that the only way to
get a capital ship in the limited to tech 10 demo is by getting the MT Lifeboat (which has these on it).
Hush-a-Boom
Tech: Weap 12, Elec 12, Bio 12 Mass: 5 Abilities: Pop-Kill-Rate: 3.0% Facs/Mines/Defences Destruction: 2
This is just a bomb, which is kind of like a Smart Bomb, in that it's very good at pop killing (better than a Cherry, and almost as good as Enriched Neutron) but not so good at installation destroying (only as good as Lady Finger). The special thing about this, is that it's very cheap and light. Light means ships other than Mini Bombers are gateable, and cheap means (especially with a
non-NRSE race where engines aren't expensive) vast
hordes can be churned out without eating up valuable
minerals or resources. You get it pretty early tech-wise too, before bombs of comparable firepower.
Langston Shell
Tech: Ener 12, Prop 9, Elec 9 Mass: 10 Abilities: shield=125, Armor=65, Cloak=10%, Jam=5%, Scan=50/25
This is a good shield component. It's the third best shield in the game, with 15 more dp than the Gorilla Delegator, and you get it 2 Ener levels earlier too. A 25 ly pen-scanner isn't that good, but if you have NAS you'll still be glad to have it.
Mega Poly Shell
Tech: Ener 14, Cons 14, Elec 14, Bio 6 Mass: 20 Abilities: Armor=400, Shield=100, Cloak=20%, Jam=20%, Scan=80/40
This item is incredibly powerful. It's the second strongest Armor in the game. It has the same dp as Valanium, but you get it 2 Cons levels earlier. It weighs half as much too, and we all know how important weight is in getting those Cruisers and Nubians under 300kt. Mega Poly has a shield component, so you can have the advantages of shield stacking without having to waste a slot on an actual shield. It's also has other very useful goodies, such as a decent cloak, and a 40 ly pen scanner which is great to get when you have NAS. However the best thing about it is the built in Jammer 20. This allows you to get very high jamming without having to waste Elec slots (which are better used on computers). Fill one armor stack on your SB's and start with 73% jamming! This is a great thing to hold you over the big gap in Cons tech until you get Superlatanium and Jammer 30's, and even then you lose some of the advantages this gives you.
Multi Function
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[Updated on: Wed, 31 March 2010 21:50] by Moderator
BlueTurbit Country/RockReport message to a moderator
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Re: MT parts details |
Sun, 15 June 2003 08:38 |
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Jumpgates sound too perfect. What about range and weight allowances are they infinite? sorry if this has been covered elsewhere, I looked but could not find these important details
If you can't beat them, arrange to have them beaten.Report message to a moderator
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Re: MT parts details |
Mon, 16 June 2003 07:19 |
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Robert | | Lt. Junior Grade | Messages: 393
Registered: November 2002 Location: Dortmund, Germany | |
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Something about the Langston....
I believe it can be used perfectly for early WM hordes.
The IS has the great croy, and can build nice hords, but they
are soooo slow... the Langsont can be used the same way, and
also by all PRTs, wo the speed advantage of warmongers can
be used to make fast, cheap good armored/shielded frigate
hordes... the jamming is not that good, but it is enough to
make the horde less attractive than chaff, where the IS croby
horde has problems sometimes...
I would really love to have a WM one day, with rams or CE LRT,
and the langston... But you cant count on the MT, can you???
And the Anti-Matter-Torp...
I believe the main advantage is that is costs nearly no minerals.
So in the end game it might be a good alternative to other weapons... I never came that far with AMTs, so I dont know it makes sense.... but it is the only situation i would use it...
The Hush needs some more detailed analysis, too...
It is one of the best parts i guess, and it is perfect to
take a planet with most installs intact...
In fact it is a normal bomb, not a smart bomb
That means it bombs together with cherries, not with smarts,
and can be used in combination with smarts...
also the effect is linear, as normal bombs, not as smarts
(smart at some point dont become more powerful when adding
more smarts to the bombing fleets i mean - this is different
with hush bombs, just no saturation).
I did some very deep ananysis of hushs one day, i will see if i can find what i did that day... and will let you know)
And the mega-poly-shell...
I would like to know if someone uses them on nubians? Is it a
pure BB area item? And once it shows up, arent missles useless?
I personally start building torps only once MPSs show up, every
BB and other warships will have at least 74% jamming from that day on.... hmmm.... comments???
And something that comes into my mind...
I have the feeling that different MT parts show up more often than others... So the MPS, Enigma and Hush were given often, while i never got the genesis...
Any experience here from others???
Hey, lets do some MT parts brainstorming...
Robert
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Re: MT parts details |
Mon, 16 June 2003 14:37 |
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Sorry? Did you just say the alien miner isn't as good as the ultra miner?
Hmm... no.
The alien miner costs 1/4 the amount of the ultra miner - so resource for resource the Alien miner mines over 50% more minerals than the ultra miner.
Ironium for Ironium cost the alien miner still wins... but by a much smaller margin - a little over 5% more minerals.
Geranium for Geranium cost - the Ultra miner gets you 20% more minerals for you, so it wins that one.
Now the alien miner weighs 1/4 the ultra miner - therefore less fuel use when travelling through space, and it has a much greater ability to be used on the bigger mining hulls (i.e. more efficent use of resources + minerals)
Chuck in the 30% cloak and the 30% jamming and just using the alien miner fully loaded...
Mini miner - cloaks to 52%
Miner - 77%
Maxi-Miner - 87%
Ultra-Miner - 89%
You can even get the Ultra miner upto 96% cloak using the alien miner and the super stealth cloak - which comes in handy.
The half manouvering jet also helps lots too! And fully loaded ultra miner with ANY engine will be able to do 1.75 battle speed at least. An alpha 8 or a Trans galactic fuel scoop is enough to take it to 2.5
So if you can part with just a little more geranium you get a lighter, cheaper, cloaked and faster miner. Granted it wont mine as much as a single hull with a Robo-Ultra-Miner ship to ship - but in terms of total fleet mining... unless you're on the 32,767 ship limit (pointless due to the mining cap per fleet) there's not much point.
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Re: MT parts details |
Mon, 16 June 2003 15:34 |
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Mine too was from a real game... but I was AR with TT... So I had a fair level of bio.
I think there in lies the difference as to which is better - "it depends on your bio tech".
I still love the cloak, jam and jets built in - massive effect on survivability... I mention those because if any of my mining fleets left a planet they'd keep getting picked off by 98% cloaked missile ships... i hate playing against SS.
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