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Gateable Arm Nubians ? Sat, 21 May 2005 13:45 Go to next message
spork is currently offline spork

 
Crewman 3rd Class

Messages: 4
Registered: April 2005
What would a a good design for a gateable Armageddon Nubian?

Playing CA NAS - no gagdgets. Havent got TransStar 10 yet. Will have to use IS10. No specific design I need to counter. Doesnt seem like the opposition has Armageddon yet.

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Re: Gateable Arm Nubians ? Sat, 21 May 2005 21:35 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
Officer Cadet 2nd Year

Messages: 238
Registered: April 2005
Location: Ohio
Are you sure you want a gateable Armageddon Nubian? With IS-10? Ship hull is 100kT, 3 IS-10 engines are 75kT, 3 Armageddons - 105kT. This alone is 280kT leaving you with 20kT capacity (assuming 300/500 gate) left for the rest. I guess you can fill it up with Nexi, shields, and jammers. I wouldn't bother building something like this though. It'll be an expensive ship with little firepower. If you want gateable nubs with IS-10, build beam ships.

If you absolutely need gateable torpedo ships, get TS10, put two slots of Omegas (or Armageddons if you don't mind a little overgating), 4 slots of shields, 3 slots of jammers, and 3 slots of computers. This will be gateable and will give you close to 2000fp damage (3000 for Arms) with very good defenses.

In general though, don't just build ships. Know how you plan to use them (at least to start with). Do you want them for defense? offense? Do they need to be fast during the battle? Are you planning to fly them long distance? If you can't answer these questions, the designs you build will be very generic and most likely not the best choice for any given situation.

Braindead



Mess with the best, die like the rest!

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Re: Gateable Arm Nubians ? Sat, 21 May 2005 22:31 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

I'm with Braindead on this one.
Figuring the weight of the engines, you run up to the 300kt gate limit very quickly. Since you are designing a missile ship, battle speed is less of a factor. You could even use fuel mizers on the ship and keep fuel transports available. The main problem with creating any missile ship is the weight - taking an empty hull with fuel mizers and 2 slots of Armageddons you would already be at 328kt. 2 slots of Omega torps though leaves you some weight to play with so, for a gateable offensive missile type nubian I'd use the omegas. Since the omega torps have much higher accuracy, every battle nexus you put on the ship is a counter to a jammer 30. Most starbases (or ultra stations) will have 6 jammer 30's for a SB and maybe 9 for an Ultra station. So, 9 nexies and you still have 80% accuracy or better.

Since you will send chaff - (and the chaff isn't going to be using W10 engines anyway), an offensive missile ship will be taking less missile hits as the chaff eats up the missiles - it'll be the beamers that get in to shoot at you. Lots of shields and beam deflectors keeps your ship alive longer while it shoots its torps off.

I'd likely use something like this for a gateable design:
Fuel mizers
9 x Battle Nexus
6 x Omega torps
9 x beam deflector
3 x overthruster (ship battle speed 2 1/4)
9 x Complete phase shields

Ship weight 310kt.

An alternative would be to heavily cloak the ship and replace the beam deflectors with cloaks. The weight goes up a little but, at 328kt with 9 super stealth cloaks the ship is 96% cloaked. This is wonderful for surprise attacks. A NAS race will have a maximum of 560 ly scanning from a planetary scanner, a non NAS race could have 620ly - any torp nubian this heavily cloaked can be within 25 ly of a planet and still be invisible. Even with an enemy that has Eagle Eye scanners you need only be 27 ly from the scanner to be invisible. Peerles scanner with NAS and you have to keep the ships 41 ly from the scanners.

Whatever you decide to do, make sure you know your enemy.

Ptolemy




[Updated on: Sat, 21 May 2005 22:33]





Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Gateable Arm Nubians ? Sun, 22 May 2005 03:19 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Ptolemy wrote on Sun, 22 May 2005 05:31


I'd likely use something like this for a gateable design:
Fuel mizers
9 x Battle Nexus
6 x Omega torps
9 x beam deflector
3 x overthruster (ship battle speed 2 1/4)
9 x Complete phase shields

Ship weight 310kt.


Since original poster didnt mention IFE fuel mizers arent probably option? Rolling Eyes
May replace these with QJ5 ... nubian has piles of fuel anyway. On both cases player has to check (and overcheck) his fleet movement speeds extra carefully. Nod

Dropping jamming completely is not so good idea. Chaff lasts no more than 1-2 rounds in endgame battles. After that ... lack of elementary jammers may make it quite painful. Crying or Very Sad I would replace at least one slot of shields with jammers.

If opponents have such low jamming and/or shielding I would probably drop that strict gateability requirement and go with 6 Armaggedons at below 400kt weight. Still quite "gateable-if-needed" ... but with extra pain. Wink

Other thing to notice is germanium levels. Ptolemys nub seems to be for people eating and drinking and generally swimming in germanium. Very Happy Most probably i would go with 6 battle supers instead of 9 battle nexuses. That would give quite same efficency ship with half germ cost.

Once opponent main powers are range 2 nubians then it may be worth to thrust missile nubian to 2.5 movement. With chicken battle orders it leaves field before range 2 nubian (at any speed) can hit it. 2.25 movement above does not do the trick.

So for more longevity:
Nubian with QJ5 engines
Defensive equipment: 6 GPS shields, 3 jammer 30, 9 deflectors.
Offensive equipment: 6 battle supers, 3 overthrusters, 2 jets.
Weapons: 6 omegas give 311 kt weight; 6 armaggedons 371 kt weight. I myself would prefer to overgate that Armaggedon variant, it forces opponents to use jammers. Wink

Generally ... if opposition does not have Armaggedons then i would use cheap 2.25 movement range 3 beam nubians instead of missile nubians and leave my germanium/ironium for later counter-designing. For cloaking i would always use heavy (ungateable)overcloakers instead of weakening my warships with cloaks. Wink

[update: design examples]


[Updated on: Sun, 22 May 2005 04:04]

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Re: Gateable Arm Nubians ? Mon, 23 May 2005 00:11 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
In my opinion the original poster is correct in wanting SOME missile boats, though should have more beamers. A few missile boats keep the enemy wanting some chaff and worrying about protecting his chaff. Nice to have options on what is thrown into a battle so he can't counterdesign as easily.

If you stick less missiles on the boat, you make other things cheapo too to keep it balanced, so for example cheaper battle computers (don't worry about init war, let him jam which makes him more vulnerable to the beamers).

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Re: Gateable Arm Nubians ? Mon, 23 May 2005 03:01 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Kotk wrote on Sun, 22 May 2005 09:19

...I myself would prefer to overgate that Armaggedon variant, it forces opponents to use jammers. Wink

THX for that tip. In nubians I usually prefer Omegas to Armaggedons, because of gateability, less germ for comps and higher average damage. 've never thought your way: less damage from my missiles, but less resistance to beams for the rest of his fleet. Twisted Evil
BR, Iztok

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Re: Gateable Arm Nubians ? Mon, 23 May 2005 06:01 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Ignoring the reasons for wanting an Arm nub.

I'd go with 9 Arms.
Rest of stuff is very dependent on lots of other things.
Shields - depends on En level/whether RS.
Comps/Jammers - Nexi or SBC, Jammer 20 or 30, how many missile BBs your oppo has.
I'd also make space for some deflectors for when they finally bring out some beam Nubs.

If you use 9 comps then it generally means that the enemy missile ships (BBs) can't have jamming AND first shot.

Reason for 9 Arms is that against unjammed beam BBs then 1 Nub will kill one BB even with the shields still up.
If they have 66% jamming then it falls to about half that.
And hopefully you get the first two shots anyway.
It is just about "light" enough to gate (550kT Nub will take 37% damage, and lose about 10% (??)).

BTW, I've never considered using FuelMizer/QJ5, but if you have it then you'll save a lot of weight, some resources and both those things mean more ships.
You only really need to move 1 space on the first round - either forward, to get the base, or back, out of range of chaff, depending on your tactics.

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Re: Gateable Arm Nubians ? Tue, 24 May 2005 10:13 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
mazda wrote on Mon, 23 May 2005 13:01

It is just about "light" enough to gate (550kT Nub will take 37% damage, and lose about 10% (??)).

Just for comparision: The 371 kt ARM nub will get 11% overgating damage and lose ~2%. Saves some healing time. Of course QJ5 hurts if you have to move them warp 10 at some place but you have option to avoid it. Wink

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Re: Gateable Arm Nubians ? Tue, 24 May 2005 11:18 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
" Of course QJ5 hurts if you have to move them warp 10"

Also sometimes in battle the missile boats won't have extra movement which could be difference between being in good spot on battleboard or bad.

The other alternative is less missiles and cheaper battle computers, giving up on winning init war and less firepower but having less attractive and better armoured boats.

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Re: Gateable Arm Nubians ? Tue, 07 June 2005 00:22 Go to previous message
SinicalIdealist is currently offline SinicalIdealist

 
Chief Warrant Officer 3

Messages: 184
Registered: October 2003
Location: North-left US

In my experience, unless you're an AR with minerals out the wazoo, using Missiles on the defense is a waste of your resources.

Missiles should be first and foremost your offensive line. That said, you shouldn't have to worry about overgating losses as much. You're going to be gating these ships maybe once or twice in their lifetime. By adding missiles that will go beyond 300kt->600 (as a rule of thumb I stay below 600kt), you basically double the firepower. 8% net losses is a pretty good deal for at least 30% increased firepower.

I also ALWAYS go warp 10 w/ my missile BBs. 1, you get addition turns out of range of chaff that will gain you shots against enemy's main line beam fleets after taking out the pesky starbases. And more importantly, missile BBs are best used on the attack (w/ a healthy chaff escort). You want the added warp 10 range for tactical flexibility. Also means you can move the ships and avoid overgating SOME of the time.





g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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