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Re: More Nub Design Tue, 27 June 2006 16:54 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
multilis wrote on Tue, 27 June 2006 20:31


According to usual logic, you also need 3 beam weapons, 2 shields, and 3 caps, with 3BD that leaves only 1 slot of suprise on your mainline nubs.

I kind of support iztoks opinion here.
Usual beam nubian logic is:
2 slots of beams
1 slot of shields
1 slot of J30 (i have seen also J50 or MPS used) unless opponent is without missiles. Since missiles are usual ... having no jamming can be considered adaptation, not the other way around.
capasitors arent mandatory unless you got fluxes and thats trait specific case.

So ... 8 slots of surprize.
Sure there may be more beams capasitors whatever but I have actually seen these filled with deflectors. Nod

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Re: More Nub Design Thu, 29 June 2006 09:39 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Messages: 789
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Location: Edmonton, Canada
So ... 8 slots of surprize.

You forgot 3 slots of BD... leaving you 5.

I am not sure why caps are 'optional' but 3 slots of BD aren't. If you choose BD and jammers, you are still vulnerable to torps and you don't have a lot of hit.

Sometimes BD are more useful, but sometimes caps are.

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Re: More Nub Design Thu, 29 June 2006 12:15 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
multilis wrote on Thu, 29 June 2006 16:39

So ... 8 slots of surprize.

You forgot 3 slots of BD... leaving you 5.

I am not sure why caps are 'optional' but 3 slots of BD aren't.

I did not say that the 3 BD-s are not optional on beamer nub Rolling Eyes ... but the logic behind these on AMP nub is very simple. Without at least 3 slots of BD-s on AMP nub ... Mega disruptor/Syncro Sapper nubs built for same money destroy AMP nubs before they get to range 2.



[Updated on: Thu, 29 June 2006 12:17]

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Re: More Nub Design Thu, 29 June 2006 12:38 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

did not say that the 3 BD-s are not optional on beamer nub

You said:
Quote:

I kind of support iztoks opinion here.

Since that came right after iztoks:
Quote:

Quote:

We should make it a game rule that all my enemies must have this design as mainline ship.


I can easily sign that rule...

You left impression that you might "kind of agree" 3 slots BD are required.

Quote:

Mega disruptor/Syncro Sapper


May not matter depending on setup.

There are specialty counters that weaken "Mega disruptor/Syncro Sapper nubs" threat. As well, after enemy chaff is dead, your missiles/torps go to work, meanwhile his range 3 beamers are too busy backing up from your AMP nubs to hit your chaff.


[Updated on: Thu, 29 June 2006 12:39]

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Re: More Nub Design Thu, 29 June 2006 13:35 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
multilis wrote on Thu, 29 June 2006 19:38

You left impression that you might "kind of agree" 3 slots BD are required.

Yep, i think i explained it? There are cases when i got some special purpose nubian beamer with no deflectors (thats why 8 slots of surprize) but my mainline AMP nub has at least 3 slots of these as "kind of" rule. I usually have capasitors too but full 3 slots are no rule.
Quote:

As well, after enemy chaff is dead, your missiles/torps go to work, meanwhile his range 3 beamers are too busy backing up from your AMP nubs to hit your chaff.

This counter...counter...bla...bla is irrelevant because i also agree with iztoks other words:
"IMO it is pointless to discuss such things without actuall game, as any of us can always create an additional 1/4 more of ships out of thin air to beat the opponent."

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Re: More Nub Design Thu, 29 June 2006 20:55 Go to previous messageGo to next message
TheShadow7478 is currently offline TheShadow7478

 
Crewman 1st Class

Messages: 33
Registered: March 2006
Location: Long Island/NYC
ok What about movement?
If you are fighting against nubs with 2.5 movement (wm's), and you only have 2 movement on your beam nub. Assume you have the tech for every end game part except engines. You are only using IS-10. Do you spend a slot on jets (or overthruster if necessary) to get that 2.5 movement?

Question 2.
You are forced to build nubs before you would like to. Meaning same as above example, you have all critical components except trans star (prop 23) engine. Trans star is much faster (big deal lol), more importantly much cheaper and lighter. Do you try to build just enough nubs for protection and keep researching to get trans star, or do you go all out and try to run over an opponent, but possibly falling behind a non neighboring enemy, by allowing them to get max tech, and thus having better nubs equipped with trans star engines?

How important is the trans star engine, and at what point are you committed to 1 design for you frontline beam nub?

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Re: More Nub Design Fri, 30 June 2006 07:15 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
TheShadow7478 wrote on Fri, 30 June 2006 03:55


If you are fighting against nubs with 2.5 movement (wm's), and you only have 2 movement on your beam nub. Assume you have the tech for every end game part except engines. You are only using IS-10. Do you spend a slot on jets (or overthruster if necessary) to get that 2.5 movement?

Rarely. Mainline beam nub is usually AMP nub. AMP nub reaches opponents back row at round 3 regardless if battle speed is 2.5 or 1.75. But there may be cases, never say never. Wink

TheShadow7478 wrote on Fri, 30 June 2006 03:55


How important is the trans star engine, and at what point are you committed to 1 design for you frontline beam nub?

TS is nice, but it costs lot of resources to research. Say ... with propulsion expensive you can build about 1000 IS-10 nubs instead going from P16 to P23. I have toasted 2 player alliance with less nubs in medium size game. Double the ships number if slow tech advances game setting is set. In very large games (where i never participate) or with cheap propulsion (that i sometimes have) it is OK idea to take TS first. Also ... i would probably invest into electronics (or find a ways to buy it)before propulsion to miniaturize my nubians germanium cost.


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Re: More Nub Design Fri, 30 June 2006 16:06 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
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Location: MN, USA
Kotk wrote on Fri, 30 June 2006 06:15

TheShadow7478 wrote on Fri, 30 June 2006 03:55


Do you spend a slot on jets (or overthruster if necessary) to get that 2.5 movement?

Rarely. Mainline beam nub is usually AMP nub. AMP nub reaches opponents back row at round 3 regardless if battle speed is 2.5 or 1.75. But there may be cases, never say never. Wink


Slower beamers open up the door to Kaufman retrogrades, retreating missile fire. Sometimes I use retreating Mega D and/or gate-able Omega Nubs as a attrition force. They retreat successfully against slower ships, and can dole out alot of damage over a few turns. You may lose a planet or 2 in the interium, but the attacker loses his fleet eventually. I used this on a couple of occasions to great effect. Don't forget the suicide chaff killers.

Other than that, the difference between slow and fast is usually 1 round of missile attack. If your opponet doesn't have missiles, or they are little compared to what you have, then the extra round might be fine. Or it may be moot if you brought enough chaff.

TheShadow7478 wrote on Fri, 30 June 2006 03:55


How important is the trans star engine, and at what point are you committed to 1 design for you frontline beam nub?
Kotk

TS is nice, but it costs lot of resources to research. Say ... with propulsion expensive you can build about 1000 IS-10 nubs instead going from P16 to P23.


Agreed, but if you can stay out of the fight till you get TS, you will have 7%? more ships for your metal. That can make a real difference. Plus the weight difference can give you design options. Also, if you have 2 mainline designs, and your opponet used Big Muthas, you will have a big problem...

-Matt



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

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Re: More Nub Design Thu, 13 July 2006 17:05 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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mlaub wrote on Fri, 30 June 2006 16:06


Slower beamers open up the door to Kaufman retrogrades,


Please explain "kaufman retrogrades".

Also, assuming the suggested game in the bar (max tech and given free minerals) would there be cause to build BB based designs? e.g. for the bigger missile slots? or would you mount missiles on nubs (or leave them out altogether?!).

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Re: More Nub Design Thu, 13 July 2006 20:12 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
With some searching, google finds this:
http://www.darkshire.org/~jhkim/public_html/sfb/glossary.htm l

Searching for
Kaufman retrogrades
doesn't find it.

But
Kaufman retrograde tactic
does.

(normally I'd put it in "'s, but that is meaningful to Google, so I thought this format would be clearer)

It seems to mainly be a Star Fleet Battles term.


[Updated on: Thu, 13 July 2006 20:13]




- LEit

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Re: More Nub Design Fri, 14 July 2006 12:07 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Messages: 744
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Location: MN, USA
LEit wrote on Thu, 13 July 2006 19:12


But
Kaufman retrograde tactic
does.

It seems to mainly be a Star Fleet Battles term.

Bing!

I started playing SFB when I was 14. Old terminology dies hard. In that game, it was the use of proximity fused photon torpedos (half yield but very accurate for long range fire) while running your ship backwards and pummeling your opponents front shield while he tries to close the gap to use his weapons.

Applying this to Stars is a little more difficult, as the weapons are not race specific, nor is the battle board floating. However, after 7 moves you can disengage, so having speed +2.25 can really make things interesting against slower ships. On the flip side, it can hurt you if you outrun your chaff shield and didn't plan for it.

-Matt



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

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Re: More Nub Design Fri, 14 July 2006 12:29 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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what about the BB question? when would/should you build BBs when starting in a max tech game?

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Re: More Nub Design Fri, 14 July 2006 14:30 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
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Location: MN, USA
PricklyPea wrote on Fri, 14 July 2006 11:29

what about the BB question? when would/should you build BBs when starting in a max tech game?


In a max tech game? IT might make a case, but not sure it would be worth it IMO. Oh, I can certainly see building them...but they would be slow boats, sp 1.5 or worse. You would want to put a Nexii on the nose, or a 3 Nexii stack on a nub would beat it's init. Other thing I don't like about the BB is that it only has a base of 2000 armor (which sucks if you chose RS), and no chance of jamming if you go the init route.

Other thing is that a Nub can be customized to fit with your fleet, easily. I can put jammers on it to the point of making sure they are the last to be shot. Or deflectors, if missiles are not a concern. I can build designs with less torps that make them gateable in an emergency. Losing <10% through gating vs. >18% is much less tragic.

Truly, the only time I have built missile BB ships in the Nub era, is when I already had a huge stack, and the stacking bonus made it more reasonable to continue the design.

my 2 cents
-Matt



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

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Re: More Nub Design Fri, 14 July 2006 23:49 Go to previous message
multilis is currently offline multilis

 
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Messages: 789
Registered: October 2003
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Another use for BBs is suicide attackers, sometimes they are cheapest way to out init opponent to get one strategic shot off. Shot may be to destroy chaff, bombers, sap shields, or hit his chaff killers and other ships with gattlings.

Suicide tactics become more useful if more than 4 players on battleboard.

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