Home » Stars! 2.6/7 » The Academy » Nubian Design
Nubian Design |
Tue, 03 August 2004 10:16 |
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scottrick49 | | Master Chief Petty Officer | Messages: 98
Registered: August 2003 Location: Minneapolis, MN | |
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This is my second stars! game online. The first one never reached the nubian era. I will be hitting construction 26 in about 5 turns, and I wanted to be prepared for designing my new ships.
So, could you people, who are wise with wisdom, give me some tips/pointers? Keep in mind I don't know anything about the nub era. I would like to design a beam nub for sure and a missile one as well, if that's a good idea.
I am IS, and will have 26 weapons, 19 electronics, 14 energy, 26 construction, and the enigma pulsar engine.
Thanks!
scottrickReport message to a moderator
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Re: Nubian Design |
Tue, 03 August 2004 16:17 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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Scott - At your current tech levels Sinla's beam Nub is a good design. I'm not quite so sure about Sinla's, "lots of Arms" for the missile boat. I would suggest:
2-4 slots Arm
2-3 slots Jammers
3-4 slots shield
2-3 slots Nexii
The design depends on several things. The first thing to consider is your mineral supply. The end-game is all about the minerals. If you've got lots of each minerals then go to town building the strongest ships you can. OTOH, as is more likely you are low in say Germanium then you have to tailor your designs somewhat to be able to build at all of your production centers. (To digress, in the end-game be sure to bring cargo lifting capacity to all battles as even a tactical loss can be a strategic victory if you can escape with the salvage, and of course a tactical victory is amplified if you get the salvage back to production centers.)
As Sinla said, use chaff to counter enemy missiles. Always try to have enough chaff present at the battle to absorb 2-3 rounds of missile fire from the fleet(s) you expect to fight. More chaff than that tends to get wasted as enemy beam ships get in range and destroy them all.
The combination of chaff, beam deflectors and 2.25-2.5 movement makes the AMP Nubian the King of the Battle Board in the end-game. This ship is cheap to build and packs a hell of a punch.
Do your opponents have the Nubian yet? If not then you have the opportunity to go to town for awhile. But be aware that the appearance of Nubians is a great uniter for those who do not have them yet.
How close are you, measured in time, to being able to get either EnerTech18 or ElecTech22? The Complete Phase Shield is nice to have, but if you could get that IS Jammer 50 you could easily build boats that your enemies missiles would have a hard time touching even once your chaff is gone.
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Re: Nubian Design |
Thu, 05 August 2004 21:12 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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scottrick49 wrote on Thu, 05 August 2004 16:51 |
Yes, I am RS.
Yes, I will have phase shields AND jammer50 by the time I have nubian hull. If anybody has a revelation because of this, please let me know.
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Just my humble opinion, but you have the makings of the best all around nub possible.
1 Enigma Pulsar
2 CPS
3 Energy Cap
3 BD
1 Jammer 50
3 Amp
I once got into a Nub building contest in Huge Dense against these... The only thing I could come up with to counter them was an unjammed shoot first design. Luckily, he didn't have enough Iron or Germ to build enough missile ships to counter my design once he finally saw it. I was able to keep him in the dark until he passed the 4k Nub mark. Metal was starting to become scarce for him, and switching to missile boats wouldn't have had as much effect against a large stack. So this is a hint! build missile or torps to accompany these ships.
One big gotcha, though. While the Jammer 50 is awesome, be *very* careful designing your missile boats. Once your chaff is gone, your missile boats might be more attractive than you beamers with the Jammer 50.
Also, that is an expensive engine, but worth it. Try to minimise the cost by dumping extra research into Prop (I assume that the other techs are already high).
Another note... The Enigma Pulsar vs. the Trans-star 10 make the ship go from 160kt to 205kt, this be very significant against a lighter R3 opponent! In reality, I have only seen 1 set of ships that could do any real harm by using the range difference. Plus, you have to actually disengage before this nub can fire twice. Essentially making the first fight an attrition fight to even the odds. This is very tough to orchestrate correctly. In nearly every other situation, the extra speed plus gaining a slot via jammer50 is tough to compensate against. Throwing RS and CPS on top of that is just mean...
One last thing. Check on your mins before you lock yourself into a primary nub design. In endgame beamer fights, the larger stack usually wins, + - about 20% depending on design. So, you certainly don't want to build any design that uses to much of a mineral you are short on. Plan ahead.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Nubian Design |
Fri, 06 August 2004 01:30 |
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Sandman | | Crewman 1st Class | Messages: 20
Registered: April 2004 | |
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The bem nubs listed above look very good and, as has been mentioned before, they should fly with missile nubs as well. It should also go without saying that these things make great cargo haulers. I've also used nubs as colonizers, invasion craft (armed colonizers) and lighthouses (pack 30 ofyour best scanners on them and see what you get!). I like to play HE a lot so I use nubs as really big Metamorph hulls.
Just my 2 cents.
"Fascinating Captain."Report message to a moderator
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Re: Nubian Design |
Fri, 06 August 2004 08:01 |
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mlaub wrote on Thu, 05 August 2004 21:12 |
scottrick49 wrote on Thu, 05 August 2004 16:51 |
Yes, I am RS.
Yes, I will have phase shields AND jammer50 by the time I have nubian hull. If anybody has a revelation because of this, please let me know.
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Just my humble opinion, but you have the makings of the best all around nub possible.
1 Enigma Pulsar
2 CPS
3 Energy Cap
3 BD
1 Jammer 50
3 Amp
[snip]
-Matt
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If going with something like this design you might want to go with 2 AMP and an extra BD. IS pay a premium for weapons and you might want to spread that cost over more hulls. In a beamer vs beamer fight the 4th BD stack will go farther than you would initially think.
A lot will also depend on what you limiting factor is; resources, minerals (and which one), or ability to get ships to the front. AMP beamers are generally not that much cheaper in resources than missile boats for instance. (NOTE: Lots of cost variation due to designs mind you. Obviously a 5-ARM stack Nube will cost differently than a 3-Omega stack Nube.) Most of the limitations generally favor building beamers however.
Hmm, would one way to compare ships be costs per 1000 fp/dp?
- Kurt
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Re: Nubian Design |
Fri, 06 August 2004 08:13 |
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Just little note that victory isn't always about having biggest fleet. Sometimes is matter of ruining his eccon before he ruins yours and trying to salvage minerals when you win fights. Sometimes battle threats can be all over map at same time, and force micro-manage game including cutting off minelaying ships to sneak in and slow down enemy.
Sometimes useful to have 4-5 different nub designs each with different strengths and play mao style attrition war, with a few overcloakers thrown in as part of giving guessing game.
So for beamers, range3 light fast, range 2 hard hitters, gattling style (first strike/anti multiple enemy designs in same battle) and dedicated sappers that go after enemy missile ships but are your most unattractive ships might be useful. There are variations as to inititive, jamming or not, extra battle computer or not, etc. Much depends on what minerals you have to play with.
Missile ships are also fun, best to have some to force enemy to counter in his designs. One overlooked option can be to build ships with bunch of old junk in some slots to create unattractive single purpose ships rather than the usual (certain types of components such as battle computers can be cheaper if have slot room which can improve target/germ effect). Having extremely gatable missile ships when enemy doesn't can really help play mao war, such ships can be very unattractive to enemy, high armour/cost ratio.
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Re: Nubian Design |
Fri, 06 August 2004 13:56 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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overworked wrote on Fri, 06 August 2004 07:01 |
If going with something like this design you might want to go with 2 AMP and an extra BD. IS pay a premium for weapons and you might want to spread that cost over more hulls. In a beamer vs beamer fight the 4th BD stack will go farther than you would initially think.
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The 2 are virtually identical in power. However, there are some specific issues with adding BD's instead of Amps that you alluded to, but didn't state specifically.
First, and foremost, BD's will effect Germ cost, Amps don't. The amount of Bora used on this design is usually much less than the Germ limitation inherent in end game econs. The added Bora min cost from the AMP's would be significant on BB's and more primitive hulls, but usually not Nubs. One design I didn't even bring up was a Big Mutha version of this ship. The Bora used on an IS version would be too much, but the AMP version is OK.
Second is sheer FP. I don't like the 2 AMP versions, as they just can't dish out enough damage per battle round. Sure, if the other guy doesn't have Missiles/Torps, you can run through 8 battle rounds plinking each other to death. A big stack of Missile/Torps, though, will shred that strategy, right after you lose your chaff...but, if the universe is almost totally out of Iron, yea, good call.
On resource limitations, there is no easy way around that. As to ships getting to the front, you must be referring to Missile/Torp ships? I usually build 2 versions. A gateble 2 stack Omega Nub (there are several reason why I do this, which gets into different subjects). The other design is a cloaked ARM design geared for spoiling a unjammed counter to my main Beamer.
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Hmm, would one way to compare ships be costs per 1000 fp/dp?
- Kurt
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Direct comparisons on this point are rarely useful when multiple designs/orders are used. You are comparing apples to apples, when your opponent might have oranges.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Nubian Design |
Fri, 06 August 2004 18:00 |
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Hooga | | Crewman 1st Class | Messages: 31
Registered: July 2004 | |
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No. Ships with sappers (range 3) and AMPs (range 2) will never close to AMP range until the enemy's shields are down. Its a bug in the battle engine.
EDIT: It would only be a good idea if you had all range 3 beams on your nubians. If that was your specific design than sappers by all means, but don't mix sappers with beams less than range 3.
[Updated on: Fri, 06 August 2004 18:01] Report message to a moderator
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Re: Nubian Design |
Fri, 06 August 2004 19:50 |
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Another note on Sappers... advantage of dedicated sappers rather than mix is they are always after some ship with shields till no shields left. This can be key in bringing down enemy missile ships.
Mix of sappers and other can mean sappers are useless for bit as beamers duel once shields down.
Sappers should be fast and light as possible, enemy has gattlings and slower beamer threats to them.
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Re: Nubian Design |
Sat, 07 August 2004 12:18 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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IIRC Range 3 and Range 2 beams can work on one design if you use Maximize Damage orders rather than Maximize Net Damage orders. My memory is that with Max Damage the ship will move to try and bring all weapons to bear at range 0.
But I agree with Iztok that one you have AMP it is wasteful to use the Synchro Sapper.
[Updated on: Sat, 07 August 2004 12:20] Report message to a moderator
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Re: Nubian Design |
Sat, 07 August 2004 14:04 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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vonKreedon wrote on Sat, 07 August 2004 11:18 | IIRC Range 3 and Range 2 beams can work on one design if you use Maximize Damage orders rather than Maximize Net Damage orders. My memory is that with Max Damage the ship will move to try and bring all weapons to bear at range 0.
But I agree with Iztok that one you have AMP it is wasteful to use the Synchro Sapper.
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Looks like the issue is getting confused again. So, here is a quick explanation. Essentially, the deal is this, if you have enough sappage to take down the opponents shields at range 3, then your ships stay at range 3. If your ships do not have enough sappage to eliminate the opponents shields, your ships close to range 2 so that the range 2 beams can finish the shields.
Different battle orders make no difference. Maximize Damage, Maximize Damage Ratio, and Maximize net Damage make NO difference whatsoever to the outcome. All this is easy to replicate, and also shows that it is indeed a "bug" in the program.
Which brings us to my general rule of thumb, "Don't mix Sappers and R2 weapons!". The behavior won't always happen, but rest assured that you will experience it when you can least afford it.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Nubian Design |
Sat, 07 August 2004 15:45 |
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That's exactly the point. The best sapper does 541 damage, but the best beam does 433. It is IMO a waste of slot to put on sappers when you have AMPs. Besides, they cost germ, that's usually the rarest mineral in end-game.
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The key imo to dedicated sappers are range3, low bor can mean unattractive, weigh less and pick on shields only. Normally one can tune attractiveness to make beamers dual and missile ships left alone. But dedicated sappers can be made to chase after enemy missile ships, shielded chaff etc (after the beamer shields are down).
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Re: Nubian Design |
Mon, 09 August 2004 11:53 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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scottrick49 wrote on Mon, 09 August 2004 08:42 | I was looking at my research, and it will probably only take me 3 more turns to get to CPS over Phase shield.
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Ahhh. You must have meant you had Elephant Hide Shields. Yes, the CPS is worth waiting. Many times, I will build a few hundred Nubs with the EHS, just to get the upper hand and force the other side to build inferior designs. That only works if you are the tech leader, though. The CPS is by far the better shield, and is worth waiting for especially with RS.
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This way I will not have to design a new ship in 5 years. Looks like i will be going with
enigma pulsar
2 CPS
3 AMP
3 Capacitators
3 BD
1 J50
With modest support of 150 missile BBs (assuming I don't lose them before I start building the nubs). I also plan to mix in some gatable Omega Torp nubs after initial beam nubian is out.
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Are the BB's R6 missiles? (Dooms or better?) If not, consider scrapping and rebuilding the R5 ones later on. Although, they do make good chaff killers.
Otherwise, you could play with retreat orders. If they are fast enough, they will retreat 2 spaces and hit enemy beamers the first round, instead of the chaff. Works well with the Omegas, too.
Good luck
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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