Home » Stars! 2.6/7 » The Academy » Order of firing and empty slots
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Weapon slot firing (Re: FF) |
Fri, 04 April 2003 02:15 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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Quote: | Huh? If you're saying a single slot with 3 weapons in it is more effective than 3 slots with 1 weapon in each, that's the first I've ever heard it mentioned. I've never heard anything about separate slots holding the same type of weapon firing individually, and it always appeared to me that all weapons of the same type on a ship stack fired at once for combined damage. Can anyone else verify or refute those statements? Or did I misinterpret what I read?
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You've got it right!
All weap slots are not fired at the same time, there is a specific order (don't have it at hand right now). And indeed only the weapons in the same slot do combined damage to the ships in the enemies stack.
That's why the WM DNs make such powerfull missile ships, they have huge slots, 8 and 6 (yes BB also has 6 but only 2 of them), those slots loaded with armas do can kill ships within a stack very nicely
This is the reason why BBs and DNs make "better" missile ships than nubs, the nub slots are so small, only 3. I say "better" because nubs have other advantages, most important being higher init (talking about main line warships, not specific designs).
Another effect of this is that you will see several players using BBs with no missiles in the rear slots, those are small slots of only 2 weapons and will not kill a single ship (bigger than DDs of course), only do damage to the entire stack.
So players save the iron for those missiles and use that to build another BB. Those slots are left empty or you'll see sappers in them or gatlings (to help the BB sweep should it get stuck in a minefield). Don't use maximize damage orders with these ships or they will try to use their shorter range weapons instead of staying back.
Regards,
mch
( A bit OT here, shall we move? ) [edit](Yes, moved )
[Updated on: Sun, 06 April 2003 13:03] by Moderator
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Re: FF |
Mon, 07 April 2003 00:09 |
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Yep. It's especially important for the earlier missiles, since they have lower firepower - Jihad BB's work best IMO with 4 sappers 4 colloidals and 12 missiles. I'd probably move to 16 missiles with Juggs and Dooms, and once you get ARMs the 2-slots are useful enough to take into consideration.
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Re: Order of firing and empty slots |
Tue, 08 April 2003 16:57 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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UAF commander wrote on Tue, 08 April 2003 22:32 | So I should build all my Missile Battleships with only the 6 slots full of missiles?
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Yes and no ... depends ... The slot that can hold 4 weap is also reasonable. And like Coyote mentoined when you reach armas than even in the 2-weap slot they can do some good damage, but that of course also depends on what you are shooting, ...
Personally I would put missiles in the 4-weap slot, not beams.
Quote: | And what about Beam Battleships, won't it apply to them as well?
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Yes, so my beam BBs usually have sappers in the 2 small wing slots and normal beams in the rest,
regards,
mch
[Updated on: Tue, 08 April 2003 16:58] Report message to a moderator
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Re: Order of firing and empty slots |
Wed, 09 April 2003 02:48 |
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Wow, I must have missed that part of the FAQ (weird, thought I read the whole thing. Must have slipped my mind). Glad I read this before my current game reached the BB stage.
The Dopelar Effect:
The tendancy for stupid ideas to seem more intelliegent when they come at you rapidly.Report message to a moderator
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Re: Order of firing and empty slots |
Tue, 15 April 2003 11:48 |
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yucaf | | Master Chief Petty Officer | Messages: 100
Registered: December 2002 Location: India | |
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Micha wrote on Tue, 08 April 2003 15:57 |
UAF commander wrote on Tue, 08 April 2003 22:32 | So I should build all my Missile Battleships with only the 6 slots full of missiles?
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Yes and no ... depends ... The slot that can hold 4 weap is also reasonable. And like Coyote mentoined when you reach armas than even in the 2-weap slot they can do some good damage, but that of course also depends on what you are shooting, ...
Personally I would put missiles in the 4-weap slot, not beams.
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Since the 4-sweap slot fires last, it should get at an enemy fleet that is already damaged (because those 6-weap slots have done their job), therefore increasing their chance to get kills. Arming them is for me a matter of cost of the ship. If I have to use expensive engines (like the IS-10) and decided to put armor, I would probably put missiles/torps in that slot. If I go for a cheap design intended to be built in great numbers, I will only use the 6-weap slots. I did that once when I urgently needed a defense design with maximum firepower (I used the FM and no armor, only computers): I needed to kill his fleet at first shot or disappear from the map. It worked
I guess it's a matter of personal taste.
I generally put the sappers on the beamer design, not on the missile one, since they seldom fire at all in the later case.
YucaF
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Re: Order of firing and empty slots |
Sat, 03 May 2003 16:33 |
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Sotek | | Chief Warrant Officer 2 | Messages: 167
Registered: November 2002 | |
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By and large, beams are more effective than missiles when spread.
That is, beams in small slots are largely only slightly less effective than beams in large slots in the same total number.
Because, you see, the beams don't hurt the ship until after shields are down.
For shield removal, it doesn't matter; hits entire stack anyway.
For ship by ship, it matters, but not as much. By and large, once you get to the BB era, any moderately-sized stack will have enough firepower to get whole-ship kills on unshielded ships anyway, and damaging the entire stack also helps by letting your beams flow; don't forget, one beam can kill any number of ships instead of having the one shot-one kill rule of missiles. (This is why chaff only works on missiles.)
Now, the reason to use missiles in the large slots is because missiles can hurt ships *while* the shields are up; half to shields, half to hull.
And, in fact, by and large, missile kills are on shielded ships unless you have dedicated *fast* sappers.
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Re: Order of firing and empty slots |
Wed, 07 May 2003 16:13 |
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since you can only build one starbase i'd suggest to either arm it fully or don't bother.
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Re: Order of firing and empty slots |
Thu, 08 May 2003 06:20 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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Marduk wrote on Thu, 08 May 2003 02:36 | I hate to say this after claiming that Antimatter Torpedoes were completely worthless, but if you have them filling an orbital with them might be a good idea. Given that you generally expect your orbital to die without killing anything more than chaff, a really cheap missile becomes worthwhile even if it doesn't do much damage.
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True, if you know your base will be shooting nothing but chaff you can put a cheap missile in the weap slots, just enough to kill one chaff, no need to use armas for that, ... unless you can't evacuate the minerals and you want to use them up as much as you can, starbases don't leave salvage on the surface.
The AMT might be good for this indeed, with a side effect that if your enemy has lower tech levels he won't gain weap tech from the battle but bio tech instead.
Regards,
mch
[Updated on: Thu, 08 May 2003 06:21] Report message to a moderator
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Re: Order of firing and empty slots |
Thu, 08 May 2003 08:41 |
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I think there one other huge advantage that the AMT has that has been overlooked, and that is minerals. I've played in games where research is maxed and resources are in over abundance but the minerals are so scarce that large battles take place fighting for control of the after battle scrap.
In a case like this, the AMT would be very valuable since the only mineral it uses in any quantity at sll is bor and really not much of that (1 iron, 6 bor, 1 germ at max tech which is likely if you're building these at all).
Paladin
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Re: Order of firing and empty slots |
Thu, 08 May 2003 11:45 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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Paladin wrote on Thu, 08 May 2003 14:41 | I think there one other huge advantage that the AMT has that has been overlooked, and that is minerals. I've played in games where research is maxed and resources are in over abundance but the minerals are so scarce that large battles take place fighting for control of the after battle scrap.
In a case like this, the AMT would be very valuable since the only mineral it uses in any quantity at sll is bor and really not much of that (1 iron, 6 bor, 1 germ at max tech which is likely if you're building these at all).
Paladin
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Well, I was not pointing out all (dis)advantages of the AMT.
Maybe you read this topic in the Academy:
Anti Matter Torp
and post your remark here, it has been quiet about MT toys for a while, maybe this fires up the discussion again.
regards,
mch
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