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Home » Stars! 2.6/7 » The Academy » DDs and FFs: Small hulls in the BB era and beyond
icon5.gif  DDs and FFs: Small hulls in the BB era and beyond Sat, 18 October 2003 21:50 Go to next message
overworked is currently offline overworked

 
Lt. Junior Grade

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Starting something here as an offshoot of a discussion in the WM forum.
(Summarizing a bit...)
Saw a posting about using the DD as chaff, and questioned the efficiency of such a move. The response was that the DD could be shielded and cheaply armored to the point of requiring multiple cap missile hits to kill. To me that's either not chaff, or chaff that's too expensive to be worth while.

And I was also asked what use beyond chaff I made of the Frigate hull. Thus, here we are. What use is made of the DD (destroyer) and FF (frigate) hull in terms of *new* designs once the BBs are king of the main battle fleet?

I get first shot of course. Very Happy

Destroyer hull:
a. Sweeper - Armor and shield to take a minehit by itself. Some gatlings or other beam for clearing mines. A fairly expendable ship. I'll end up 'crashing' minefields as much as I slow sweep fields since I'll often risk Warp 7 or Warp 8 runs with these ships. A JOAT race would also get scanning from it.

I tend to deploy them in groups with a "backstop" force - usually a few mainfleet warships and SFX, and possibly some of my own minelayers. A haven for pursued ships to run to. And in a contested area my sweepers will tend to deploy using "yo-yo" tactics. Run in at high speed and then quickly run back out.

And to be honest I don't use DDs for much other than this.

Frigate hull:
a. Minelayer. Unless I'm a SD race. I'm not that much of a Galleon minelayer fan since those often can't gate. A JOAT will also get scanning from these.

b. Scout. Expendable scanner ship; especially for orbit checks when I have NAS. Galleons and Nubians will eventually replace these - especially with pen-scans available.

c. Chaff. Though I often continue to use scout chaff for entire games. The extra fuel of the FF hull is a help though. You just have to be careful here around Con 20 if you're using unjammed BBs - your FF chaff's attractiveness suddenly drops here due to miniturization.

d. Dampner ship (SD Only) Good hull for hauling one of these into a battle, or have it not show up. Depends on which is more beneficial for your fleet. Note that many hull types can fulfill this function.

===== have at it folks ====

Last section: DD as chaff - and armoring them up to require more hits to kill. Uses max tech here for comparisons since I have such a game at hand to pump designs into.

FF (the standard) Costs 5 res; 2 I 2 B 2 G - has 45 dp.
QJ5 engine, x-ray laser, nothing else.
1 missile, 1 kill. Beamers kill.

DD - (QJ5, x-ray laser)
Costs 11 res; 5 I 2 B 2 G - has 200 dp.
1 ARM still kills this, and over double Iron and Res cost... plus it's a heavier hull requiring more fuel to move. But it also carries more fuel.

So, we need to soup up the DD to make it take 2+ hits to kill.

That's a minimum of 525 dp (normal damage of an ARM - and part of it has to be a shield). And having a shield adjusts the attractiveness formula of chaff as well - making it a *lot* less attractive to missiles. So your mainline ships might start drawing fire all the sooner; unless you increase the bora and Resource costs of the chaff. Sort of a Catch-22 soon ensues.

Super Chaff DD 1 - QJ5, x-ray, 1 Organic, 1 Gorilla shield.
Cost: 22 res; 6 I, 2 B, 6 G 550 dp (375 armor + 175 shield)

IF you have RS LRT you need two organic and a Gorilla. Add 5 res and another 1 G to the cost.
Takes two missiles to kill - but costs are more than 3x greater than the FF chaff except Boranium.

Super Chaff DD 2 - QJ5, x-ray, 2 Organic, 1 Wolverine shield.
Cost: 22 res; 6 I, 2 B, 5 G 610 dp (550 armor + 60 shield)
Still costs 3x the FF cost in Iron and resources. Probably the two areas you want to spend the *least* in when building chaff.

Going to armors heavier than Organic will massively increase the Resource and Iron costs even further. Not to mention making it heavier and thus less fuel efficient and harder to overcloak. Confused

Once you start upgrading the engine, weapons, etc. to make the ship more usefu
...




Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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Re: DDs and FFs: Small hulls in the BB era and beyond Sun, 19 October 2003 07:51 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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DD's - I don't even bother with endgame. Not even as a sweeper ship. I much prefer to cloak up a Nubian (3x transgalactic super scoop, 12x super stealth cloak, 3x Big Mutha cannon and 1x tritanium). It's higly gateable, and while not as expendable as a DD sweeper, it's easy to keep hold of. The reason for the single bit of tritanium allows this ship to slap into Heavy minefields twice and survive - something those DD's can't do half as easy. These nubs can fly solo, those DD's get grouped up.

Frigate
A) Minelayer - Unless I'm SD yes, and unless I'm IT and I build a super minelaying nubian and cloak it. Again a cloaked minelayer can cause nightmares to your enemy.

B) I prefer the SFX as a scout. It costs a fair amount more, but it'll run at warp 9 until the cows come home. For orbit checks I'd still use a scout/chaff (scout, QJ5, laser, bat scanner).

C) Chaff, well due to the 16 design limit I tend to just stick to the scout design of which I had endless numbers of. If fuel is a problem, SFX's don't cost much.

D) Dampener - Never thought of using the frigate for this! I'd normally just stick one on a freighter or something else that's in my main fleet, but in low numbers.




Replacing chaff.....

I've thought about this one plenty of times now. Mostly for no chaff games. The best solution I've ever had was to fit a nubian to take the biggest pounding of it's life....

3x Engine
15x complete phase
9x superlatanium
3x synco sapper
6x jammer 30
+ overthrusters (2 in my design)

Against a design that has 6x Battle Nexi and Armaggedons this design can take 110 (ish) missiles before blowing up. Problem is that it costs a damned sight more than 110 chaff. It's also a nightmare to stay less attractive than.

It's the best I could come up with to replace chaff Sad

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Re: DDs and FFs: Small hulls in the BB era and beyond Sun, 19 October 2003 18:14 Go to previous messageGo to next message
Micha

 

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overworked wrote on Sun, 19 October 2003 03:50


Destroyer hull:
a. Sweeper

<snip>

And to be honest I don't use DDs for much other than this.


Same for me, only as sweeper, but sometimes:

b. Lamb, like when trading prop12 with the OT and the wolf you have isn't fast enough to catch it, than you need to fit a weap on your lamb and you can't do that with a FF since it only has one general purpose slot.

Quote:


Frigate hull:
a. Minelayer.

b. Scout.

c. Chaff.

d. Dampner ship (SD Only)



e. Scrapper (or lamb)

Regarding point d, I often play SD and when I have the chance (depending on when I get eny14) I'll put it on a ship that I won't be buildig large numbers of, and that does not need to be at every battle. This to safe a ship design slot, that's usually a bit harder for SD than for other races.
Such a ship would be for instance a priv colonizer, or maybe on one of the few SMLs I would build ...

mch

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Re: DDs and FFs: Small hulls in the BB era and beyond Sun, 19 October 2003 21:07 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
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Overworked-Excellent comparison, and something to rethink in my ship designs. Even though I use heavy remote mining to boost my mineral output during campaigns the DD class chaff drains me quickly. I am currently in several games right now and I will compare the two theories and see which one fairs better with my game style.

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Re: DDs and FFs: Small hulls in the BB era and beyond Mon, 20 October 2003 03:03 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Quote:

...
This to safe a ship design slot, that's usually a bit harder for SD than for other races.
Such a ship would be for instance a priv colonizer, or maybe on one of the few SMLs I would build ...

I've seen a SD Galleon for that purpose: penn scanners, TD, colonizer, speed trap minelayers and ... (forgot the last one slot) Smile.
BR, Iztok

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Re: DDs and FFs: Small hulls in the BB era and beyond Mon, 20 October 2003 18:15 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
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I have never seen a Galleon used as an actual Colonizer, most of the others yes but then again I have never played against or with a SD. I have been playing for about 2 years or so.

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Re: DDs and FFs: Small hulls in the BB era and beyond Mon, 20 October 2003 19:42 Go to previous messageGo to next message
Labyndor is currently offline Labyndor

 
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having a galleon as a colonizer is not quite a good idea. a waste of an utility ship.

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Re: DDs and FFs: Small hulls in the BB era and beyond Tue, 21 October 2003 02:59 Go to previous messageGo to next message
zoid is currently offline zoid

 
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Labyndor wrote on Mon, 20 October 2003 16:42

having a galleon as a colonizer is not quite a good idea. a waste of an utility ship.
While the galleon may make an expensive colonizer, in latter stages of the game it's worthwhile because the extra expense is not such a big deal, but available design slots ARE a very big deal. The galleon colonizer may serve as a colonizer, transport, energy dampener ship, scanner ship, etc etc. Many functions all wrapped up into one, saving design slots. I've never done it before because it hadn't occurred to me, but I think it's a grand idea and I'm going to start doing it.



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: DDs and FFs: Small hulls in the BB era and beyond Tue, 21 October 2003 11:29 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
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I agree with labyndor about a waste of a utility ship. If you would like a large colonizer you should give the Large Freighter design a try. Large amounts of fuel for extended range plus the ability to drop 120000 colony on a planet. I find this to be an great way to start Colony in the latter part of the game.

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Re: DDs and FFs: Small hulls in the BB era and beyond Tue, 21 October 2003 13:01 Go to previous messageGo to next message
Ashlyn is currently offline Ashlyn

 
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The large freighter plus colonization module is my only freighter design mid to late game. Soon as I can delete the privateers, I do ... I'm terrible at keeping slots free.

But I have been known to build a cloaked galleon and stick a colonization module on it often enough - its a good ship when you need it.

Balloon

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Re: DDs and FFs: Small hulls in the BB era and beyond Tue, 21 October 2003 15:55 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
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Very True. The extra slots for a cloaked colonizer is great for a stealth incursion into enemy space. I also have that horrible problem of not enough ship slots.

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Re: DDs and FFs: Small hulls in the BB era and beyond Tue, 21 October 2003 22:07 Go to previous messageGo to next message
zoid is currently offline zoid

 
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Dark_Traveller wrote on Tue, 21 October 2003 08:29

I agree with labyndor about a waste of a utility ship. If you would like a large colonizer you should give the Large Freighter design a try. Large amounts of fuel for extended range plus the ability to drop 120000 colony on a planet. I find this to be an great way to start Colony in the latter part of the game.
True, but you're missing the main point about using one hull that includes a colonizer pod to fulfill many other necessary functions besides colonization, to avoid using three other design slots to do the job that the one expensive "colonizer" galleon could do. After all, later in the game establishing a colony from scratch isn't as frequent as earlier in the game. This way, you always have a colonizer on hand if you need one without having a special design slot set aside for colonizing which is otherwise useless. A galleon is so versatile that you could have one design doing the work of 4 or 5 designs, possibly more.

For example, I'm currently playing an SD race. I have privateers I've used from the beginning for transport. I also have a basic colonizer, which I don't use very often, but you gotta have them, right? I also have scout vessels for planetary discovery/recon. I will also need a vessel equipped with an energy dampener. I also have a large freighter design that I use for meeting the Mystery Trader, because it takes about 250 of those privateers to carry 9800kt of minerals (okay, not really 250, but too many, anyways). That's 5 slots I'm using, and I could use a single galleon design to do all of those tasks, freeing up 4 slots.

True, I could use a large freighter equipped with a colony pod to do 3 of those tasks (MT, Transport, colonizer). But the galleon will do that and more, saving the maximum number of design slots. Design slot availability tends to be the biggest problem later in the game. I really, really like this multi-function galleon-colonizer idea.

I think this topic deserves it's own thread OUTSIDE of the WM section. Smile

Editting: Doh! It's not IN the WM section! Embarassed


[Updated on: Tue, 21 October 2003 22:11]




I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: DDs and FFs: Small hulls in the BB era and beyond Wed, 22 October 2003 07:23 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Hi!
Quote:

Replacing chaff.....
...
... It's also a nightmare to stay less attractive than.
Your design is so heavily jammed and shielded and with so small amount of boranium, that it will be targeted the very last (and maybe even never Wink).
IMO chaff can not be replaced. Whatever you are going to use will cost more, and that beats the very idea of chaff. If chaff is forbidden, you have to use jammers, or the "first shoot" approach, and choose/design your race respectively (no HP with "first shoot", but -f or AR; IS for jammer 50...).
BR, Iztok

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Re: DDs and FFs: Small hulls in the BB era and beyond Thu, 23 October 2003 13:52 Go to previous messageGo to next message
Orca

 
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Dark_Traveller wrote on Tue, 21 October 2003 15:55

True, I could use a large freighter equipped with a colony pod to do 3 of those tasks (MT, Transport, colonizer). But the galleon will do that and more, saving the maximum number of design slots. Design slot availability tends to be the biggest problem later in the game. I really, really like this multi-function galleon-colonizer idea.


The major difficulty with using Galleons over Large Freighters (or super-freighters if you have them) is that you *pay* for that flexibility. Yes, they're more flexible - but they also require 4 engines and are vastly more expensive for the same cargo carrying capacity. Considering you'll need several hundred freighters (and more is preferable if you're going to keep your minerals balanced empire-wide - and even more in larger universes) that expense rapidly adds up. A single LF will handle MT, colonization and transportation duty without being overly expensive. FM (or decent cheap engine. IS 10 on freighters is usually a waste), 2 decent shields (wolverines at least), and a colonization pod. Build in bulk.

The ED's will need their own slot - you don't need many of them (so it's a waste to build more) and you need the flexibility of being able to decide whether everybody will move at 2 or not.

By the time the better scanners are available you can scrap your earlier ones - so you'll probably only have two scanner designs max except when you're transitioning to a new one. (a "normal" scanner and a cloaked galleon-based scanner for penetrating enemy space - or just pay more and only use the galleon based hull). Certainly throwing a scanner on every one of your freighters is an enormous waste...

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Re: DDs and FFs: Small hulls in the BB era and beyond Thu, 23 October 2003 16:41 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
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Zoid actually wrote the above quote. I agree with your perspective of the Galleon being two expensive for a multitask Colonizer. The only time I use such a design (Galleon) for a Colony ship is to take a planet deep in a neutral or enemy space, and only then it is more of a cloaked troopship. Since by the time that I need large colonizers most of the habitable planets are well...inhabited. So I usually keep the design on hand only long enough to start a new colony or (heaven forbid) restart a bombed off colony, then it is out of design slots until the next push forward.

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Re: DDs and FFs: Small hulls in the BB era and beyond Thu, 23 October 2003 20:21 Go to previous messageGo to next message
Zathras is currently offline Zathras

 
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I agree with Orca. Having at least one LF design makes for a more efficient fleet.

I somehow always get into slot problems, so I tend to build my "final" LF design w/ a colony pod.

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Re: DDs and FFs: Small hulls in the BB era and beyond Thu, 23 October 2003 22:30 Go to previous messageGo to next message
zoid is currently offline zoid

 
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Okay, okay. I probably should have a large freighter design as well for my main transportation fleet. I didn't consider all the extra engines, nor the number of freighters I'd have to build. So, the idea of a multifunction galleon serving as the main transport fleet may indeed be less than a perfect idea, as you guys have been saying.

Still, my eyes have been opened to the usefulness of the galleon hull as a multi-role vessel filling the roles of several specialized ships that you don't need too many of. The galleon hull is one I've always ignored, preferring specialized vessels instead that only do a single thing (for the lower cost) without considering how few I might need. Funny how I could miss such an obvious thing in 8-9 years of Stars exposure (but then again, who wouldn't expect exactly that, from me?) Smile It's all part of the bumbling-idiot persona that I nurture so carefully here. Laughing

You know what? I'm just gonna blame my whole galleon-blindness thing on my recently abandoned preference for the HE race. Very Happy



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: DDs and FFs: Small hulls in the BB era and beyond Fri, 24 October 2003 08:01 Go to previous messageGo to next message
overworked is currently offline overworked

 
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zoid wrote on Thu, 23 October 2003 22:30

Okay, okay. I probably should have a large freighter design as well for my main transportation fleet. I didn't consider all the extra engines, nor the number of freighters I'd have to build. So, the idea of a multifunction galleon serving as the main transport fleet may indeed be less than a perfect idea, as you guys have been saying.

Still, my eyes have been opened to the usefulness of the galleon hull as a multi-role vessel filling the roles of several specialized ships that you don't need too many of. The galleon hull is one I've always ignored, preferring specialized vessels instead that only do a single thing (for the lower cost) without considering how few I might need. Funny how I could miss such an obvious thing in 8-9 years of Stars exposure (but then again, who wouldn't expect exactly that, from me?) Smile It's all part of the bumbling-idiot persona that I nurture so carefully here. Laughing




I also wonder if part of it has to do with general game experiences. A recent analysis indicated that most of my multiplayer experience is team games (especially Xdude monster slogs with AFON starts) and running observer races in games I host. Scared

From the former I've generally been operating *large* fleets of max tech stage designs (or rapidly running towards that stage). Thus I am looking for efficiencies of scale and expecting to see tens of thousands of chaff, thousands of large freighters (I play IT a lot) Teleport , etc. etc. where minor cost savings are multipled to a much greater extent than a smaller game where a design run is only going to be a couple hundred hulls.

- Kurt



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Fruit flies like a banana.
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Re: DDs and FFs: Small hulls in the BB era and beyond Fri, 24 October 2003 11:39 Go to previous messageGo to next message
Orca

 
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Cost savings can still be important in smaller universes; while the number of ships built is proportionally lower, so is the amount of resources (resources/minerals) available to do your construction with. So it's still worth it to keep an eye out on the bottom line. Something to note is that early on (when you're going to have to fight much more in a small universe than a large) available resources will be fairly harshly limited - and you won't want to burn too much of your mineral stockpiles on designs you know will be obsolete in 10 years.


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Re: DDs and FFs: Small hulls in the BB era and beyond Fri, 24 October 2003 12:02 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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To further a point almost made my Overworked...

The galleon hull has virtually no purpose in an IT race.

Basically I rush to the LF since it is the most efficient transport/coloniser your resources can buy.

Generally speaking I use the LF with the FM, or the best engine at the time (dd7 or FM really) and the coloniser part.

Basically I use this hull from the moment I research it to the very point at which the game ends. It's cheap, stores lots, and even when you're still using the 100/250 stargates it's still easily gateable. Since I tend to take a slower approach to colonising with IT (generally not colonising more than 1 year of flight from the nearest stargate) this kind of design is perfect for crash + burn colonies as well as transports - both interplanetary minerals/pop and shifting minerals from RM operations. In a current game I'm running I've got 2 LF's to every planet (one importing minerals, one exporting at any one time) as well as a monster fleet of LF's following my miner fleet. The joys of being IT are truely felt when you have a massive empire, a huge mining operation and megatons of minerals on a handful of worlds. Warp 13/14 mass packets are fast, warp 10 freighters are fast - but hell even the infinity/300 stargate can transport minerals aat an effective speed of warp 17+, the infinity/800 stargate can do over warp 28!!!!

But to go back to the orignal thread...

I have one use for the FF I forgot to mention...

The bog standard (missile) BB design to me has always been to load the 6 and 4 slots with missiles and to pop in the 2 slots gatling guns in order to sweep minefields.
Now I have used (and still do) frigates loaded up with the best sappers I can use to support these BB's - their use is 2 fold - firstly to sit through combat and not get shot at by anything (generally they're less attractive to missiles than chaff and less attractive than the BB's or chaff to beamers) they ignore chaff and they hit the bigger ships hopefully stripping the sheilds off and increasing their attractiveness. Their second use is as emergency chaff - these ships are relatively cheap (cheaper than the BB's) and in the (shock) unlikely event that all of your chaff gets beaten off, these frigates can be the next target of those nasty enemy missile ships.
Another advantage to sapper frigates is that they cost next to zero boranium, very little ironium, and alot of geranium. This makes them the perfect support craft for your ironium heavy missile ships and boranium heavy beamer ships. They bring about some balance (and use) to excess geranium - this is especially so with AR and -F designs.


As for the DD - I still don't use it.

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Re: DDs and FFs: Small hulls in the BB era and beyond Fri, 24 October 2003 16:45 Go to previous messageGo to next message
Micha

 

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freakyboy wrote on Fri, 24 October 2003 18:02


Another advantage to sapper frigates is that they cost next to zero boranium, very little ironium, and alot of geranium. This makes them the perfect support craft for your ironium heavy missile ships and boranium heavy beamer ships. They bring about some balance (and use) to excess geranium - this is especially so with AR and -F designs.


Uhm, missile ships use up a LOT of germ for their computers, beamer nubs also use a LOT of germ (compared to bor), in my last game in which I got to nubs my "final" weap26 nub cost was: 145/150/232 and 587 resources. Shields cost germ but especially the ship load of deflectors eats your germ supply, also jammers cost mainly germ ... Don't forget you use it to build factories too!
Guess it's not "especially so with AR and -F designs" but "only" those, germ is always the mineral I've least of ...

mch

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Re: DDs and FFs: Small hulls in the BB era and beyond Fri, 24 October 2003 18:25 Go to previous messageGo to next message
Zathras is currently offline Zathras

 
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freakyboy wrote on Fri, 24 October 2003 12:02

To

As for the DD - I still don't use it.


I find the DDs to make excellent minesweepers.

I like have several DDs that can swarm at set of minefields and quickly unblock space. I use the general slot for a shield, plus enough armor to allow the DD to survive a mine hit, or detonation. When grouped, the shields can allow multiple hits.
Smile

Zathras

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Re: DDs and FFs: Small hulls in the BB era and beyond Fri, 24 October 2003 19:28 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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I still use nubs/BB's for sweeping. Easy to cloak to add that little extra effect.


I've always found that in the BB era I'm really short on Ironium thanks to my new BB missile ships, and I've used lots of Boranium on my beamer cruisers. Thus the sapper frigate is used here alot.

Towards the end geranium does become in shorter supply...
I've always found....

Start - not enough G
Early - still not enough G
Cruiser period - not enough B or G
BB's - nowhere near enough I, a bit of B, some G
Nubs - Depending on RM's - plenty of B, some I and a fair level of G. Since beamer nubs are my preference over missile ships at end game this is what I've found.


This is of course *generally*. It mostly depends on my economy style, planet pick and remote mining operations or lack of.

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Re: DDs and FFs: Small hulls in the BB era and beyond Fri, 24 October 2003 22:36 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
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Micha wrote on Fri, 24 October 2003 22:45


Uhm, missile ships use up a LOT of germ for their computers, beamer nubs also use a LOT of germ (compared to bor), in my last game in which I got to nubs my "final" weap26 nub cost was: 145/150/232 and 587 resources. Shields cost germ but especially the ship load of deflectors eats your germ supply, also jammers cost mainly germ ... Don't forget you use it to build factories too!
Guess it's not "especially so with AR and -F designs" but "only" those, germ is always the mineral I've least of ...

mch


Yep. Last games I was in: shortage of Bor(!) and germ (for the computers).
Why? I like my beamernubs.
And when I start building ARMNubs... Where is all the germ coming from?... Is this just me?
Ironiumcrunch? Never felt it!
I'm always sort on the other 2 (I quess I like Beamernubs with a small lot of ARMNubs...).

my 2 cents
[edit, fixed quotes]


[Updated on: Fri, 24 October 2003 22:50] by Moderator





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Re: DDs and FFs: Small hulls in the BB era and beyond Sat, 25 October 2003 07:50 Go to previous messageGo to previous message
freakyboy is currently offline freakyboy

 
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Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

To me this sounds like whatever mineral you're short of come end game - that's the kind of ships you've been using for the last 80+ turns.

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