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Home » Stars! 2.6/7 » The Academy » Gate-able Omega nub design? (split from "Nubian Design")
Gate-able Omega nub design? (split from "Nubian Design") Wed, 24 November 2004 23:28 Go to next message
TheGoaT is currently offline TheGoaT

 
Crewman 2nd Class

Messages: 14
Registered: June 2004
Location: VA Beach

whats a good gatable omega nubian design?


[Mod edit : changed topic title]


[Updated on: Thu, 25 November 2004 08:50] by Moderator


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Re: Gate-able Omega nub design?  Thu, 25 November 2004 08:35 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
TheGoaT wrote on Thu, 25 November 2004 05:28

whats a good gatable omega nubian design?

Depends on many things: what's your (and opponent's) mineral stock, what are ship designs and amounts fielded, PRTs and LRTs, tech levels, player relations...

You could consider a fairly standard design: engine, 3 slots of Omegas, 1 slot Nexus, 2 slots jamers 30 and 2 slots CPS. For 2.5 speed I'd add OTs, rest deflectors. Gates with 13-20% damage and 4-7% losses (depends on engine weight). With retreat orders it is uncatcheable by AMP nubs, and still protected well against R3 beamer nubs and missiles. Saves some germ with only one slot of Nexii. I'd even consider swapping one slot of CPS for deflectors to save even more germ, as it is usually the scarcest mineral in end-game.

Please post your situation and we'll try to find appropriate design.
BR, Iztok



[Mod edit : changed topic title]


[Updated on: Thu, 25 November 2004 08:50] by Moderator


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Re: Gate-able Omega nub design? Thu, 25 November 2004 08:48 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
TheGoaT wrote on Thu, 25 November 2004 05:28

whats a good gatable omega nubian design?


Since the question was more specific than the original thread I've split this off into a new topic,

mch,
mod.a.w.


[Updated on: Thu, 25 November 2004 08:49]

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Re: Gate-able Omega nub design?  Sat, 27 November 2004 23:06 Go to previous messageGo to next message
TheGoaT is currently offline TheGoaT

 
Crewman 2nd Class

Messages: 14
Registered: June 2004
Location: VA Beach

iztok wrote on Thu, 25 November 2004 08:35

Hi!
TheGoaT wrote on Thu, 25 November 2004 05:28

whats a good gatable omega nubian design?

Depends on many things: what's your (and opponent's) mineral stock, what are ship designs and amounts fielded, PRTs and LRTs, tech levels, player relations...

You could consider a fairly standard design: engine, 3 slots of Omegas, 1 slot Nexus, 2 slots jamers 30 and 2 slots CPS. For 2.5 speed I'd add OTs, rest deflectors. Gates with 13-20% damage and 4-7% losses (depends on engine weight). With retreat orders it is uncatcheable by AMP nubs, and still protected well against R3 beamer nubs and missiles. Saves some germ with only one slot of Nexii. I'd even consider swapping one slot of CPS for deflectors to save even more germ, as it is usually the scarcest mineral in end-game.

Please post your situation and we'll try to find appropriate design.
BR, Iztok



[Mod edit : changed topic title]


well the game is a 3vs3 war right now with a wildcard race staying neutral. Im IS with RS. Im the furthest away from the frontlines. Plan on backing the fleet up with AMP nubs and a handful of ARM nubs when they reach the frontlines. Minerial situation is slowly getting better with a AR teammate, enemy minerial situation seems to be better than my current. Enemys are IT/AR/WM, mine is IS/AR/WM.

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Re: Gate-able Omega nub design? Sun, 28 November 2004 09:47 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
TheGoaT wrote on Sun, 28 November 2004 04:06

well the game is a 3vs3 war right now with a wildcard race staying neutral. Im IS with RS. Im the furthest away from the frontlines. Plan on backing the fleet up with AMP nubs and a handful of ARM nubs when they reach the frontlines. Minerial situation is slowly getting better with a AR teammate, enemy minerial situation seems to be better than my current. Enemys are IT/AR/WM, mine is IS/AR/WM.


If they have more minerals and an IT then they are probably going to win the missile contest no matter what you do. They can distribute minerals to production centres better than you can, and can then build heavy missile ships and gate them to the front line.

What advantages do you have ? You have tachyon detectors and speed bumps which are both defensive advantages - are you primarily attacking or defending at the moment ? Do you have more resources or better tech ? More planets ?

You could also look that their ship designs to see if there are any obvious counter designs. If they are fielding heavier designs (because they can gate them) you will probably get to pick the range.

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Re: Gate-able Omega nub design? Mon, 29 November 2004 22:07 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
As an IS you might want to have fewer weapons on each ship.

One design I used was: Nub, TS-10, 6 Omega, 3 Nexi, 6 CPS, 15 deflectors, 3 j50s, OTs to speed 2.5. Mass was 302 IIRC, so it was gatable up to 500ly safely and beyond that with just range problems. With the defelctors this ship was less attractive them my beamers (which had the same defenses but lower bora and reseource cost).

With the teams you've mentioned you have an advantage of more production (300% pop IS should have more production), tachyons, speed traps - so skirmishing will be better. They will be better at mineral movement, and heavy ship movement. If you can do the MM to optimize the skirmishing, mineral, and ship movement, you should be able to do well. I'd suggetst you build beamers, tachyons, and speed traps; the AR builds skirmishers and miners and std mine layers; and the WM builds missiles; and the WM runs the beamers and missile ships.



- LEit

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Re: Gate-able Omega nub design? Tue, 30 November 2004 14:04 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
LEit wrote on Mon, 29 November 2004 21:07

As an IS you might want to have fewer weapons on each ship.

One design I used was: Nub, TS-10, 6 Omega, 3 Nexi, 6 CPS, 15 deflectors, 3 j50s, OTs to speed 2.5. Mass was 302 IIRC, so it was gatable up to 500ly safely and beyond that with just range problems. With the defelctors this ship was less attractive them my beamers (which had the same defenses but lower bora and reseource cost).



You need alot of these to do serious damage. Unless you are playing for attrition, are up against alot of jamming, or need a specific counter, these are not cost effective.

You can throw in R3, speed 2.5 Beamers and set orders on disengage. That combo works great against heavier/slower R2 AMP designs,but it is fairly easy to counter. Doesn't sound like that is the case if you already have AMP beamers. I would not advise using a 6 torp version for anything else. With an AR, you should be resource limited, not mineral limited...

Here is another thought...You listed your enemy, but not the neutral team. If the Neutral team has no IS, and you have not traded Tacheon ships, build 96% cloaked 4 stack ARM boats. Make sure they see at least 1, hopefully in a combat that you win, because that design tipped the balance. That will force them to consider *where* and how *many* of these ships you have. It can be daunting task to any but the fool hardy, and lucky. If you have placed them in reserve positions ready to cover an attack, or help on an attack as a seperate stack, they are much more effective than the 6 torp ships will ever be.

Just my 2 cents
-Matt





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

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Re: Gate-able Omega nub design? Thu, 02 December 2004 02:14 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
There is another thing you can do:

Being IS and they got no SS,SD or IS you are best at the cloaking front. Build overcloaker nubs with speed traps, they have a very very high mass and can overcloak much better than they can.
play defensively, build high init missle nubs and sniper their bombers, so they cant harm you.
Build overcloaked flying orgy (I had one with IS once, 98% cloaked and 20-40 mio pop inside).
sneak in, drop a planet - the same turn your orgy goes in and drops the overcloaker stay and lay a huge speedtrap minefield to ensure safe retreat.
this will really piss them off, as their fleets are alway hunt down and they los the bombers and cant harm you (and have to fight through your combined minefields, you can lay 6 around each planet (3races and 2 fields each) while they can only lay 3 - hard to chaffsweep really Smile
so.... build overcloaking nubs and high init missle nubs to take out starbases - dont use deflectors on them and insert some cloaks to make the total fleet cloaking even better.

hit and run - win by micromanaging them to death
(and watch out how they try to defend their AR homeworlds (mineralfountains) against your overcloaked fleets Smile

maybe this helps

Robert



2b v !2b -> ?

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Re: Gate-able Omega nub design? Fri, 03 December 2004 23:38 Go to previous message
TheGoaT is currently offline TheGoaT

 
Crewman 2nd Class

Messages: 14
Registered: June 2004
Location: VA Beach

Staz wrote on Sun, 28 November 2004 09:47



If they have more minerals and an IT then they are probably going to win the missile contest no matter what you do. They can distribute minerals to production centres better than you can, and can then build heavy missile ships and gate them to the front line.

What advantages do you have ? You have tachyon detectors and speed bumps which are both defensive advantages - are you primarily attacking or defending at the moment ? Do you have more resources or better tech ? More planets ?

You could also look that their ship designs to see if there are any obvious counter designs. If they are fielding heavier designs (because they can gate them) you will probably get to pick the range.




well our main advantage so far as been tactics. They are complacent, do not advance unless they have extremely superior numbers, and dont design ships with their partners in mind. Their IT player has been doing 90% of the fightning, and dying. But since early in the game 3 players dropped out near him, he has a vast number of planets, so his production is pretty high. We have been doing the attacking the last couple of battles. They build up forces on the border worlds, trying to get more numbers than us, we wait and run battlesims til we know our combo can win, then we attack. It has only failed us once. But its hard to keep up with their production from so far across the galaxy.

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