Home » Stars! 2.6/7 » The Academy » Chaff vs Beamers
Chaff vs Beamers |
Sat, 05 April 2003 13:06 |
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Right we all know that missile ships take out chaff first then hit the other ships...
We all also know that high speed beamers rip chaff apart like no-ones business.....
However...
I recently test bedded a particular ship design against the mainline ship of my opponent in a game and something happened... which I didn't expect AT ALL, but is kinda obvious....
My beamers are high speed (2.5) and my enemy is usings BB's with 4 gatlings and a crap load of Doomsday missiles.... I'm using nubs because I got better tech. His battle orders are maximise Damage so he's moving into range of his gatlings too...
So before anyone made a single shot.... we're at range 3... and then the obvious... but unexpected happens...
My sappers shot at his missile ships. I know it's obvious - the chaff has no sheilds - so they get ignored. It just never occured to me. My beamers then have enough power to take down their sheilds and cause a bit of damage to their missile ships before they crack a shot off and tear through some ships.
So back to the drawing board I went and instead of a few more beamers I chucked in a couple of missile ships with cap missiles.
The end result was....
everyone moves
My beamers tear sheilds off their BB's
My beamers tear open their chaff reducing it to only a handful
His BB's fire their gatlings causing only sheild damage to my nubs
My missile ships fire taking out what little remains of their chaff and then slammming their unsheilded BB's.
Needless to say I was most impressed. As such I'm in a situation now where I can remove additional armour from my nubs and chuck in some more sappers.
The overall result is that with an additional ship design I can take into battle about 10% LESS ships and I come out of the battle with more ships. I know that this is all basic design/counter design but I'm wondering if anyone else can think of more uses for the fact that sappers ignore chaff. Unless someone uses sheilds on their chaff (not a good idea once the sheilds start to drop) then there MUST be room to exploit this as much as possible.
I've either just made myself look stupid or I've got a few people thinking....
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Re: Chaff vs Beamers |
Sun, 06 April 2003 10:58 |
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My original point was that sappers ignore chaff - which is a REALLY obvious statement but something that (at least me) never occured to me before. I then started to look at the battle in a manner than allowed me to exploit this as much as possible. I wondered if anyone who knew the battle engine in more detail than myself could find further exploits for this in any given situation. I mean everyone knows the chaff beats missiles, missiles beat beamers, beamers beat chaff battle set up but I wondered if with the right use of sappers something new could happen - maybe not, but it's worth looking at.
I agree with what Jukka_M said about my ship designs - but like with all of stars "generally" doesn't mean always. And in any given situation a different response to usual can be found, allow me to explain my reasonings...
1. My race is AR, as such minerals aren't a problem (the ONE thing I like about AR other than the tech bonus).
2. Armour on my nubs is for two reasons...
a)My enemy is using cap missiles HEAVILY, as such for that bit of extra cost I can increase my survivability lots, it also gives my beamers well over 10x the armour (he's using beamer cruisers, cap missile BB's and scout chaff).
b)It means my nubs take longer to kill, which when you're AR gives those freighters a better chance to get away from battles in one piece because I already know my starbase is as good as gone.
3. My beamers are designed to take a beating without blowing up easily AND to fire BEFORE their missile ships - my higher tech makes this possible, but it wont last forever - my aim is to make him build as many cap ships as possible NOW, that way when his ironium runs low and he's forced to use beamers I can alter my ship design sicne we all know the nub is the king beamer.
I don't expect my current tactic to work outside my current situation - hence I posted it on here. I'm not dumb enough to list ALL my current tactics that I'm using in games I'm in at the moement!!!
Above all else... "Maximise Damage" is a TERRIBLE idea on BB's with missiles UNLESS one of your weapon slots has sappers in them.
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Re: Chaff vs Beamers |
Sun, 06 April 2003 13:21 |
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I've worked on this point a little more and I've got it nailed perfectly now...
He's attacking, which helps me loads!!! It makes counter designing easier as it has an instant effect.
His ships....
BB's
6x Neutronium
4x gatling
7x battle super computer
4x interspace 10
8x bear neutrino
16x Doomsday
Chaff
scout hull, x-ray laser and quick jump 5.
He's got a fair few super fuels in his fleets but they have no effect on the battle.
my ships.
Nub1
12x battle super computer
9x Mega disruptor
6x complete phase sheild
3x overthruster
3x super lat
3x syncro
3x trans galactic
Nub2
3x trans galactic
6x complete phase
18x armageddon
12x battle super computer.
Their fleets (they have several in my space) consist of 1000 chaff and 50 BB's.
If I take 10 Nub2's and 25 Nub1's then I don't even take a single hit.
The combination of chaff removal and sheild removal is going to make these battles funny. My only concern is that his missile ships target my missile ships first. But otherwise I'm quite happy. I can feild far far far less numbers (and my ships are cheaper) and still win. There's probably an easy way using chaff, but he's got some majorly cloaked beamers running around for support (he's got an SS ally) so I don't really know what else will show up, but luckily I do know that all my ships target his chaff, then his BB's, and finally the SS ships.
Like I said... probably an easier way, but this is just the way things have turned out thus far.
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Re: Chaff vs Beamers |
Mon, 07 April 2003 05:24 |
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Jukka_M | | Crewman 2nd Class | Messages: 10
Registered: March 2003 | |
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The way I see it, you have no chances of surviving without chaff. I took 25 of your Nub1 and 10 of Nub2, enemy had 1000 chaff and 50 BB (Maximize Damage).
First your Nub1 dameges the BB shields and kill all the chaff
Then Nub2 kills 12 BB
Then BB kills 10 Nub2 and 4 Nub1
Then Nub1 shoots rest of the BB shields
BB shoots with the Gatlings
Nub1 kills 9 BBs
BB kills 19 Nub1s
Nub1 attacks, doesn't kill any ship
BB kills rest of Nub1
If you had 1000 chaff of your own, after the battle you'd have 392 chaff left and all Nubians unharmed.
Then I designed a new Beamer Nubian (Nub3), with
15 x Mega-D
3 x Trans-Galactic Mizer Scoop
6 x Complete Phase Shield
3 x Syncro Sapper
1 x Overthruster
9 x Energy Capacitor
So it's 25 Nub3, 10 Nub2 and 1000 chaff (Maximize Damage Ratio) vs 50 BB and 1000 chaff (Maximize Damage)
First your missile Nubians torch 180 of enemy chaff
Then enemy shoots 800 of your chaff.
Then Nub3 shoots ~85 000 points of BB shields
Then Nub3 takes care of the rest of the chaff, AND kills 21 BBs
Missile Nub1 kill rest of the 29 BBs
Thus all of your Nubians are unharmed and you are still left with 200 chaff. So how does this differ from battle with your own designed ships? Not much actually, though you are left with ~200 chaff *less*. However, the Nub3 should be much cheaper, thus you can buy more of them for the same amount of resources that you use to build Nub1s. After all, resources are the limiting factor for AR.
However, if you enemy uses Maximize Damage Ratio orders, the story is a bit different. Depending on the ship movements, you will either lose your Missile ships and 4 beamers, or if odds are favourable, lose 10 Beamers but Missile ships stay intact. There may be other variations how the battle goes, I tested only twice.
Now I must emphasize that Nub3 would not be a good design for Beamer vs Beamer battles, though still much better than Nub1. Against Beamers you should propably use Anti-Matter Pulverizers and Beam Deflectors. Also, jamming would be good against Missile ships.
Perhaps someone else has better comments on the subject - I don't have much recent experience with chaff-killer/chaff-killer-killer counter-designing. I have mostly been playing SD, and often I have a Energy Dampener involved in the battle, plus the fact that my opponents often seem to have much trouble getting their chaff into the battle .
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Re: Chaff vs Beamers |
Mon, 07 April 2003 06:04 |
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Robert | | Lt. Junior Grade | Messages: 393
Registered: November 2002 Location: Dortmund, Germany | |
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I am not sure if I understood what this is all about, but there are 2 things of importance here: initiative and attractiveness.
And there is one thing I like to do when others dont use jammers on their beamers: when i get my sappers fire before my missles, then usually they reduce all shields of the enemy BBs, and then the unshielded, unjammed beamers become more attractive than chaff. So better put some jammers into your beamers.
Especially for AR it might be good to put some sappers and dooms on your death stars, so you can take out lots of ships with the station, which normally gets killed early.
I am currently working on a document about chaff, especially anti chaff, shielded chaff and advanced tactics, like using battle board starting positions and any/any/disengage orders...
I am also building examples with battlesim, if anybody is interested, drop me a note.
robert
2b v !2b -> ?Report message to a moderator
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Re: Chaff vs Beamers |
Mon, 07 April 2003 13:30 |
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I understand chaff will probably work out better... but it's cost that's proving to be a bit of an issue... as well as ship designs. See my problem lies MOSTLY in ship design slots. I'm full.
Due to tech trade, various freighters, colonisers mine layers and the umpteen miner ships I'm a bit sparse... I have 2 available slots - hence I went for the "hard-as-nails" beamer and a fire first missile ship because I feared that if I used chaff with just one of the above designs I may run into problems.
My biggest problem with AR is ship design slots, I dislike scrapping useful ships unless I have to... and for the next few turns I need some kind of solid defense against his ships while I scrap my current crappy designs.
It's the best from a poor situation. I like the tech and the minerals... but otherwise I HATE playing AR and I'll bever do it again!!!
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Re: Chaff vs Beamers |
Mon, 07 April 2003 15:16 |
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Correct me if I'm wrong, but shouldn't you be fielding only one miner and one freighter design, maybe 2 if you just crossed a tech threshold?
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: Chaff vs Beamers |
Mon, 07 April 2003 15:21 |
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you're spot on right...
I *should* be.
But i'm not. I can't afford to be scrapping ALL my other miners because it's gonna take so long to replace them - and running a war economy needs to keep my minerals flowing. I don't have huge reserves of minerals - but I do have high mining, I'm just using it all.
As for freighters I have a few designs due to some nice bits of tech, some of which was given to me by my ally (designs I can't build). It's a MM nightmare removing redundant designs... it's next thing to do after I've defended against this wave of attack ships
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Re: Chaff vs Beamers |
Tue, 08 April 2003 06:44 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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Quote: | <snip ship designs>
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What surprises me is that while you say the your enemy is using cap missiles HEAVILY, you are not using any jammers on your ships and you're not using chaff ??
(Of course without free slots no chaff design.)
Quote: | The combination of chaff removal and sheild removal is going to make these battles funny. My only concern is that his missile ships target my missile ships first. But otherwise I'm quite happy. I can feild far far far less numbers (and my ships are cheaper) and still win. There's probably an easy way using chaff, but he's got some majorly cloaked beamers running around for support (he's got an SS ally) so I don't really know what else will show up, but luckily I do know that all my ships target his chaff, then his BB's, and finally the SS ships.
Like I said... probably an easier way, but this is just the way things have turned out thus far.
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Make your missile ships less attractive than your beamers, check out the attractiveness sheet. Jam one design more than the other, or more shields etc.
Quote: | Above all else... "Maximise Damage" is a TERRIBLE idea on BB's with missiles UNLESS one of your weapon slots has sappers in them.
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Missile ships should never have maximize damage orders not even if they carry sappers. They need to stay away as far as possible from the enemy ships, missile ships are all about range.
Placing sappers on missile ships is only done keeping in mind that they will only be used as a last resort, afterall the missile ships are in range of enemy beamers at that time too. Only "valid" use for a mix of missiles/gatlings/sappers I can see is for BBs, and than only in the small slots where only 2 weapons fit in (for reasons check out the "Order of firing and empty slots" thread). Either you leave the slots empty or you put something "cheap" in them.
Anyway what I wanted to say was that it seems that your whole strategy depends on the battle plan that the enemy is using, over which you don't have any control. If he is smart he'll give his fleets orders to disengage (missile ships and chaff), they'll stay out of range of your beamer nubs which take a nice pounding without jamming and without chaff protection.
Can't do the numbers from the top of my head (so this is all maybe) but it's possible that all your beamer nubs die fast (missile ships have 2-3 free slots? not sure about the moves the ships have), leaving some chaff alive which will distract the fire of your missile nubs while the enemy BBs return fire killing them too, leaving you with nothing ... same fleet design, different battle orders ...
Although the enemy missile ships might leave the board to soon, can't check right now ...
regards,
mch
[Updated on: Tue, 08 April 2003 06:46] Report message to a moderator
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Re: Chaff vs Beamers |
Tue, 08 April 2003 13:52 |
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1. this is a temporary measure until I free up the design slots.
2. I'm AR - he's attacking... he wont use disengage at all.
3. I *was* planning on using jammers - until I discovered that by using some battle super computers I wont have to use jammers at all - because his fleets get wiped out straight away since all my ships fire before he gets chance, another reason not to have chaff unless I'm seriously outnumbered - which I wasn't (3 battles took place this turn. He didn't fire in any). From those 3 battle I suspect he'll retreat the rest of his ships which will give me more time to get a better fleet mix built up.
4. I like putting sappers on my big missile ships. I tend to have at least one ship design having sappers. I once experimented with using chaff that had sappers rather than an X-ray laser. The cost difference was pretty harsh, but it was quite effective because not one enemy ship had any sheilds left (do the math... 1000 x 82).
5. This has got off subject somewhat. Thanks though for the advice on better ship design - I'm taking notes ready for when I have the time to sort out my dreadful (and self-engineered) ship design situation. My original point was about using sappers in a fleet and how sappers ignore chaff - I wondered if anyone had any ideas or experience in how to exploit this further.
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Jammers (Re: Chaff vs Beamers) |
Tue, 08 April 2003 16:51 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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vonKreedon wrote on Tue, 08 April 2003 21:33 | I almost never put jammers on ships based on the logic that if I put computers on my ship I fire before someone who put jammers in the same slot, plus my computers counteract the enemies jammers. So I fire first and with the same effect as my enemies ships, but he has less ships by the time he fires. This seems to work as expected, so why do people put jammers on ships?
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Missile ships or beamers? The init war is something you can't keep up, it will suck up all your germ, and those wonderfull beamer RS deflector nubs just couldn't care less not getting the first shot
A reason to use jammers is to keep your main line ships less attractive than your chaff. And once your chaff is gone jammers do have their use!
I fought an enemy lately who had huge stacks of nubs (teamgame and the stacks of my team were bigger ) they were unjammed and once their chaff was gone (after round 1) their nubs started dropping like flies Fun to see, too bad I only saw this in test beds since they surrendered before we had any titan battles
If you want exact numbers of how interesting jamming is, ask Zoid
regards,
mch
[Updated on: Tue, 08 April 2003 16:51] Report message to a moderator
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Re: Chaff vs Beamers |
Sat, 12 April 2003 19:01 |
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I'm sure I read somewhere you can't jam below the base accuracy. Guess I was wrong!
In any case... I don't really use computers a great deal. I know (now) that beamers can tear apart missile ships if they are properly protected.
IMHO...
Chaff
+ High accuracy missile/torpedo ships (I GENERALLY use missiles if I have sappers in my fleet, but I mostly stick to the torps for the higher accuracy)
+Range 3 beamers (chaff eaters)
+High damage beamers.
As a rule I TRY...
To make sure my chaff gets targetted FIRST (not too hard)
My missile ships get targetted LAST (difficult)
My range 3 beamers get hit after chaff (by missiles)
High damage beamers get hit after chaff (by beamers).
It's really hard to get right... but if the balance is perfect you can dedicate each hull design to surviving as best they can (deflectors on the highly attractive to beams and jammers on the highly attractive to missiles). I've found this gives the best end result... but it's not that easy to achieve and it requires alot of test bedding and calculations.
The battle board is not my strong point :¬(
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