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Insight for New Players Wed, 10 December 2008 13:03 Go to next message
Mynd is currently offline Mynd

 
Crewman 1st Class

Messages: 35
Registered: June 2008

Something I've learned in my multiplayer games that isn't emphasized very much to new players is the concept of gatability.

The standard stargates that people have access to in most games is the 300/500. This means that you can move a ship of up to 300kt up to 500ly away. Rounding issues with the formulas allow for a little bit of leeway before overgating damage is done, but numbers aren't exact on this yet, so you can assume that the 300/500 is set in stone.

Overgating is another possibility, but if you happen to be like me, you really don't like losing anything but chaff to the nether regions of warp-space.

My main point is that there are certain classes of ship that you really should keep gatable, and certain classes of ship where it doesn't matter.

Ships that should be kept gatable:

  • Planetary Minelayers
    Planetary minelayers are the ships that you use to lay minefields around your planets. The reason that you want these ships to be gatable is so that you can simply drop a gate on a new world and instantly throw up a minefield. This helps immensely when grabbing territory, because those planets which need minefields the most often aren't capable of building minelayers.
  • Beam Ships
    While not all beam ships have to be gatable, you really should keep at least one fleet and design of gatable beamers, as a quick-strike response team if you really need warships somewhere. This is simply more efficient than trying to keep effectively-sized beam fleets within 1 year of any hotspots that might show up (which when you think about it is really anywhere within your territory).


Ships that don't need to worry about being gatable:

  • Missile Ships
    In case you haven't noticed, missiles are heavy. It's nearly impossible to design a missile ship that will both get you ship-kills and be gatable at the same time.
  • Transports
    Unless you're IT, you can't gate ships with cargo. It then stands to reason that the only time you're going to be gating transport ships is when you're getting them to wherever they're picking up cargo. Most transports will be gatable regardless, but don't stress over it if they aren't. Overgating transports isn't going to kill you the same way losing a dozen capital ships will.
  • Hell Ships
    These are the ships you sneak into enemy territory to wreak havoc and keep your opponent off-balance. For reasons that should be obvious, these don't need to be gatable.


I hope this was at least partially informative to the new players in the audience, and a decent refresher for some of the old rusties. Any insight or improvements are wholeheartedly encouraged.

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Re: Insight for New Players Wed, 10 December 2008 13:13 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
A couple of comments:

1) Overgating is your friend. Do not be afraid of gating a 400kT ship through a 300kT gate, particularly if you can merge on arrival with another fleet and particularly especially if you can merge it with an SFX.

2) Freighters should be gatable. Really, you have to work at it to create non-gatable freighters, but don't. You want to be able to gate your cargo transports to where they are needed when they are needed, otherwise you end up building more freighters than you need.

3) Things change when you get Nubians. Generally people don't build missile Nubs because of the minerals costs vs. late game mineral depletion, but you can build Arm Nubs that are easily overgated. So, if you have Nub tech and you have Ironium, then you can build nasty gatable missile boats.

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Re: Insight for New Players Wed, 10 December 2008 13:43 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
I am not an experienced player, but IT is by far my favorite primary... Which I almost exclusively used since about 10 years.

The best way to keep your fleet from exceeding the weight limit is to remove armor and to install shields instead. The main point is always, do you actually need armor on that particular design?

For example, keeping in mind that we are talking about a quick-strike model with gating capability in mind... If you have to overgate your ship, then it will take damage. And since the whole point is quick defense, you will consider overgating instead of losing a planet... Often, that damage will be roughly proportional to the advantage difference between having that extra armor versus shields.

This lead to the conclusion that it is both wasted resources and minerals unless you play on a very tight universe or you know outright that installing shields instead of armor will lead to your ships getting destroyed early.

This "shields instead of armor" trick is usually way more useful early on.



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Re: Insight for New Players Wed, 10 December 2008 16:07 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
What about remote miners? They are already very expensive to build, and using only gateable midget-miners costs a good bit more per kt of mining capacity than using the biggest mining hull available at any point in the research curve. However, any remote mining ship with a decent lifespan is going to move around quite a few times, and you'd like to be able to use them wherever they can produce the most minerals as quickly as possible. To me, it's worth paying more up front for a gateable model, but perhaps others with more experience would disagree?

This is an especially salient question in my current game, Hard Rocks, in which all players must have the worst possible planetary mining settings (5/15/5). Hence we are all making heavy use of remote miners. In other games, few players at all every build any remote miners.


[Updated on: Wed, 10 December 2008 16:11]




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Re: Insight for New Players Wed, 10 December 2008 16:39 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Mynd wrote on Wed, 10 December 2008 10:03

In case you haven't noticed, missiles are heavy. It's nearly impossible to design a missile ship that will both get you ship-kills and be gatable at the same time.


Not true at all. I typically use cruisers for my defensive missile wing - if not for attack too - primarily because they weigh in well under 300kt. Being lighter and thus more agile than beam battleships can be really nice as well.

Also, keep weight and weapon range in mind... occasionally you can catch the enemy off-guard and tear them apart lopsidedly if you can combine better agility with a good weapon to exploit it.


[Updated on: Wed, 10 December 2008 16:45]

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Re: Insight for New Players Sat, 02 May 2009 00:50 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Coyote wrote on Wed, 10 December 2008 16:39

I typically use cruisers for my defensive missile wing - if not for attack too - primarily because they weigh in well under 300kt.


Building cruiser missile ships are a bad idea once some one else has battleships around. Unless you can put much more metal and resources into your fleet then your enemy, and then you can afford to have sub-optimal ships to reduce your MM.


[Updated on: Tue, 25 January 2011 20:53] by Moderator





- LEit

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Re: Insight for New Players Sat, 02 May 2009 10:57 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
[quote title=LEit wrote on Sat, 02 May 2009 14:50]
Coyote wrote on Wed, 10 December 2008 16:39I typically use cruisers for my defensive missile wing - if not for attack too - primarily because they weigh in well under 300kt.[/quote



Building cruiser missile ships are a bad idea once some one else has battleships around. Unless you can put much more metal and resources into your fleet then your enemy, and then you can afford to have sub-optimal ships to reduce your MM.

BCs otoh...

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Re: Insight for New Players Sat, 02 May 2009 14:19 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
magic9mushroom wrote on Sat, 02 May 2009 16:57

BCs otoh...

No more under 300kT I'm affraid. With FM angine, 6*Armag's, 4 shields, 4 comps and 3 OTs it weights 365kT.

OTOH my "standard" 6*Armag Nub weights 370kT, and has 6 comp's, jammers and shields, 9 deflectors, 3 OTs and FM engine.

BR, Iztok

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Re: Insight for New Players Sat, 02 May 2009 17:49 Go to previous messageGo to next message
Xardre is currently offline Xardre

 
Master Chief Petty Officer

Messages: 100
Registered: June 2005
365Kt BC is an acceptable overgate design for a missile ship. Any damage taken should be marginal as long as the over gate distance isn't to great. Missile ships really do live and die by their chaff and number of enemy beams then damage taken from overgating.

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Re: Insight for New Players Sat, 02 May 2009 18:06 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
I'm in complete agreement with Xardre on this. I as a regular matter gate 377kT BBs. In particular if you WP1 merge with an SFX the damage recieved is irrelevant for the missile boats given their dependence on chaff and their own beam boats.

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Re: Insight for New Players Sun, 03 May 2009 13:44 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I had really good results with some late game 6 omega nubians. They had the same exact defenses as my beamer nubians, so the beamers acted as backup chaff for them, which saved me a lot of pain on at least one occasion. Their mass was a bit more then 300, so they only took scratches and minimal risk of loss from gating.

They didn't have the full stopping power of ARMs, but they mostly ignored enemy jammers, and two of my enemies were IS, that was important, also most enemies already had a large fleet with jammers when I started building these (I had been using Jugg BBs up till that point, game had a official end point at 100 turns, so it made more sense to build more BBs then research for better missiles at turn 80).

Omega nubians arn't always the best, but they do make for easily gating through 300/500s, and are good if the enemy has jamming that you need to worry about.



- LEit

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Re: Insight for New Players Mon, 04 May 2009 06:00 Go to previous message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
LEit wrote on Sun, 03 May 2009 19:44

I had really good results with some late game 6 omega nubians.

Some math behind that - please consider tables below.

Accuracy for Armag/Omega in various jammers vs. comps combo
           3*j30    6*j30    3*j50 	
         +--------+--------+-------
6*BSC    | 46/85	  30/80	 31/80        
3*Nexus  | 45/84	  30/79	 30/80        
6*Nexus  | 53/87	  37/82	 38/82    


Average firepower for Armag/Omega in various jammers vs. comps combo
            3*j30    6*j30     3*j50 	
         +---------+---------+---------
6*BSC    | 242/269  158/253   163/253       
3*Nexus  | 236/265  158/250   158/253       
6*Nexus  | 278/275  194/259   200/259  


When at least 1 slot of jammers is standard, and heavily shielded and deflected (so shields last verly long in the battle) Nubs are common, there aare some cases that make better use of Omegas than Armag's, like if you intend to use missile Nubs with disengage order, or you face an established IS.

However to my experience are missile ships with 6 Nexus not common (damn germ gets scarce in late game Sad ), and 6 jammers are usually seen only on missile ships, so most of the time you'll see just 3*jammer-30, what makes Armag missiles still a good choice, esp. with their double damage when the shields are gone.

But if you face IS(s) with jammer-50, then it's hard to say what to choose. If IS already has a lot of jammed Nubs, then it probably is smart to use Omegas to make more kills through shields. Sadly even against IS there's no real comparisson between Omega and Armag once the shields are gone. Double damage from Armag makes too much of a difference. Sad

BR, Iztok



[Updated on: Mon, 04 May 2009 06:05]

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