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Counterdesigns Wed, 21 July 2004 12:41 Go to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
I was looking for articles on counter design, but was unable to locate any. Could someone point me in the right direction?

Failing any articles, I could use some direct advice. I will soon become engaged in a near max tech Nubian war- Battle Nexi are the only thing neither side has (although I am left with tech 18 shields, while he has 22). I could just out muscle Weights 2 Guns him with simular designs (inferior, due to shield differences Crying or Very Sad ), but would rather not do this. He is using 2 slots range three beams and one of sappers, with 2 slots shields and three each of deflectors and capacitors. He has sufficent chaff that missles alone will die.
Sugestions? Thanks in advance.



-Peter, Lord of the Big Furry Things

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Re: Counterdesigns Wed, 21 July 2004 14:37 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
icebird wrote on Wed, 21 July 2004 11:41

I was looking for articles on counter design, but was unable to locate any. Could someone point me in the right direction?



Nothing beats direct experience. Try this to get started.

ftp://library.southern.edu/eval.zip

This is a 1 vs 1 simulator. It is *not* 100% accurate, but it is very close and great for learning. Play with different designs so you get a "gut" feeling of how things work. You will then be in a better position to ask specific questions.

Things to test-

1. Armor vs shields (and the effect of RS)
2. Shields vs Beam deflectors (and the effect of RS)
3. Jammers
4. Thrusters (and different engine speed)
5. Energy capacitors
6. "More" beam weapons vs using Energy capacitors
7. Missiles vs different types of Beam armed ships
8. Torps vs different types of Beam armed ships

No one can give you really good advice, unless they can get a look at your turn. I don't recommend that.

-Matt






Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Counterdesigns Wed, 21 July 2004 16:23 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Oh counterdesigning is so simple. For each AMP nubian design there is other AMP nubian design that is most cost efficient to fight it and so on. Old players see them by looking at them, newcomers have to testbed a bit.

So ... you redesing your nubs each time your opponent redesigns their nubs and vice versa until you both have 5 different AMP nub designs and are out of minerals but all the specter is covered. Nod

Finally comes a third guy from corner with big stack of gattlings and that stack blasts them all 10 stacks of yours into pieces with its first shot. Very Happy

Edit: As for missing battle nexi it is bad. Favorite nubians cost more germ than healty below electronics 20 and so sooner or later you have to concentrate on electronics to not run out of germanium before other metals.


[Updated on: Wed, 21 July 2004 16:29]

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Re: Counterdesigns Wed, 21 July 2004 17:52 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
One option Peter might be neutralise his chaff.

If his chaff advances one square, your beamers have at least 2.25 movement and range 3, you can first strike his chaff. Ideally your beamers strike before he attacks your beamers or your missiles fire.

Or if his beamers advance 2-3 squares, but his chaff only one first turn you might be able to get your missile ships to back up and nail his beamers in a certain key battle.

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Re: Counterdesigns Wed, 21 July 2004 19:24 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
I will get Nexi soon- 5-7 years, but I need a defense fleet in five, including two to finish getting nubs (termination clause of alliance). The tip on getting missles to retreat is cool- it seems to work well. What is the counter for retreating missle ships (I assume there is one)? Playing with the simlator now. Thanks for the advice.

Played with the simulator- I've just got to use the FM instead of the IS-10. Then I get to use AMPs and pulverize them at the range of my choice. Hehe! Twisted Evil


[Updated on: Wed, 21 July 2004 19:39]




-Peter, Lord of the Big Furry Things

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Re: Counterdesigns Mon, 26 July 2004 11:31 Go to previous message
Hooga is currently offline Hooga

 
Crewman 1st Class

Messages: 31
Registered: July 2004
There's an article labelled "A Primer on Counterdesign" on the starsfaq site.

http://www.starsfaq.com/articles/sru/art203.htm

Its got the basics, but you'll still need to testbed though.

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