Insight for New Players |
Wed, 10 December 2008 13:03 |
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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 16:07 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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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]
What we need's a few good taters.Report message to a moderator
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Re: Insight for New Players |
Wed, 10 December 2008 16:39 |
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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.
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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] Report message to a moderator
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Re: Insight for New Players |
Sat, 02 May 2009 00:50 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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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.
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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
- LEitReport message to a moderator
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Re: Insight for New Players |
Sat, 02 May 2009 14:19 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
magic9mushroom wrote on Sat, 02 May 2009 16:57 | BCs otoh...
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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 |
Sun, 03 May 2009 13:44 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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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.
- LEitReport message to a moderator
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Re: Insight for New Players |
Mon, 04 May 2009 06:00 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
LEit wrote on Sun, 03 May 2009 19:44 | I had really good results with some late game 6 omega nubians.
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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 ), 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.
BR, Iztok
[Updated on: Mon, 04 May 2009 06:05] Report message to a moderator
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