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Re: BB designs of the Free: Final Mon, 18 June 2007 07:17 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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As agreed the MkIV BB designs do best with 14 weapons with allowance for possible attractiveness changes due to tech advances.

Hopefully, Atruist can add images to this post.

=> I've uploaded them and edited this post (Altruist)

http://stars.arglos.net/games/tmp-bb-qrt/VladimirEP.gif

http://stars.arglos.net/games/tmp-bb-qrt/VladimirIS.gif

http://stars.arglos.net/games/tmp-bb-qrt/ZaidzevEP.gif

http://stars.arglos.net/games/tmp-bb-qrt/ZaidzevIS.gif


[Updated on: Mon, 18 June 2007 07:47] by Moderator


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Re: BB designs of the Free: Final Mon, 18 June 2007 07:59 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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Uploaded John's images.

But I would strongly suggest to change the Blaster-design towards one where both 6-slots are maximized:
http://stars.arglos.net/games/tmp-bb-qrt/bb-zaidzev-ep.jpg

It might be also a good idea to have 2 or 4 lasers onboard of our sapper-BB for minesweeping and defense against CCs. This will change John's carefully calculated attractiveness, though.

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Re: BB designs of the Free: Final Mon, 18 June 2007 08:42 Go to previous messageGo to next message
Micha

 

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Altruist wrote on Mon, 18 June 2007 13:59

Uploaded John's images.

But I would strongly suggest to change the Blaster-design towards one where both 6-slots are maximized:
<snip image>


Agreed. Better.

Quote:

It might be also a good idea to have 2 or 4 lasers onboard of our sapper-BB for minesweeping and defense against CCs. This will change John's carefully calculated attractiveness, though.

Might be a good idea so they don't get stuck in minefields should the rest of the fleet be killed ... or hidden minefields suddenly pop up ... 2 would be enough ... could be gatlings ... or weap16->thinking range2+3 mixing ... though we'll need the sapper ships earlier and that might not matter much since enemy is using range3 so the sappers will be in range anyway, so it would not matter if they are forced into range2 ... (if it would work that way) ...

mch

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Re: BB designs of the Free: Final Mon, 18 June 2007 09:48 Go to previous messageGo to next message
Micha

 

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pak'ma'ra starts building this turn.

Hyak is sweeping with BBs towards my core ...

mch

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Re: BB designs of the Free: Final Mon, 18 June 2007 14:44 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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Iīd suggest gattlings on the sappers:

-Shoot before the beamer BBs to weed out chaff etc. so that the stacked beamers have the full power against enemy battle fleets

-cheaper than heavy blaster so attractiveness not messed up too much and probably around the same effective killing power, at least most battles thereīll be two or more stacks to target at least early on in the battle.

-maximum minesweeping power

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Re: BB designs of the Free: Final Tue, 19 June 2007 18:02 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Skaffen wrote on Mon, 18 June 2007 14:44

Iīd suggest gattlings on the sappers:

-Shoot before the beamer BBs to weed out chaff etc. so that the stacked beamers have the full power against enemy battle fleets

-cheaper than heavy blaster so attractiveness not messed up too much and probably around the same effective killing power, at least most battles thereīll be two or more stacks to target at least early on in the battle.

-maximum minesweeping power


OK, I'm convinced. So:
Zaidzev MkIV has 2xFull slots of 6 plus 2 in the slot of 4.
Vladimir has 2 Gattlings in top slot & sappers in others.

As I've said it's the WEAPON ratio that matters - 3 MkIV : 1 sapper. eg.

20 Zaidzev + 5-6 Vladimir
35 Zaidzev + 9 Vladimir
50 Zaidzev + 13 Vladimir

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final bb-designs Thu, 21 June 2007 08:38 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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Here the final designs as they go into production:

Pak'ma'ra zai'dz'zev (already 22 produced):
http://stars.arglos.net/games/tmp-bb-qrt/bb-zaidzev-ep-final.jpg

Spoo Vladimir (going into production this year):
I wasn't sure wether tech-transfer would work out with the Shadows, so I researched weap 15 myself...
http://stars.arglos.net/games/tmp-bb-qrt/bb-vladimir-ep-final.jpg

Remember to use even the same icons.


[Updated on: Thu, 21 June 2007 08:40]

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Re: final bb-designs Thu, 21 June 2007 08:44 Go to previous messageGo to next message
Micha

 

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Altruist wrote on Thu, 21 June 2007 14:38

Remember to use even the same icons.

Icons and names do not matter.

mch


***

You can pick your own names, we just translated the suggested name into our language.

pak'ma'ra

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Re: pak'ma'ra weap16 / new BB Mon, 16 July 2007 13:31 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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[moved the discussion from News to here]

Micha wrote on Mon, 16 July 2007 15:14

pak'ma'ra got weap16 this turn. Starting to build jugger BBs, not sure about the design yet. Either full BBs (6+6+4 missiles and 2+2 sappers with 4 IS armor, move 1.75) or pocket BBs (6+6 missiles with 2 IS armor, move 2) ... both with eny10 shield (maybe croby) and full comps, engine is of course EP.

Need to see what is best for bor supply ... Or are we going to make a stack of those as well?mch


I guess no stack due to EP and IS armor.

When assuming that the enemy ships do loose their shields, already a small stack of 4 jugger-BBs kills a BB with even its 2-slot-jugs. Thus I would rather go for a 20-jug-BB. Mineralwise it's the more efficient thing, too.

Sappers in the 2-slots is an option if the design would be a stand-alone. But since this design is not intented to be a stand-alone, sappers are a germ-hungry option and weapons-slots you never really WANT to use... so dedicated sapper-BBs are always better than wasting minerals/ressourse with sappers on a missile boat.

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Re: pak'ma'ra weap16 / new BB Tue, 17 July 2007 05:02 Go to previous messageGo to next message
Micha

 

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Altruist wrote on Mon, 16 July 2007 19:31

[moved the discussion from News to here]

Micha wrote on Mon, 16 July 2007 15:14

pak'ma'ra got weap16 this turn. Starting to build jugger BBs, not sure about the design yet. Either full BBs (6+6+4 missiles and 2+2 sappers with 4 IS armor, move 1.75) or pocket BBs (6+6 missiles with 2 IS armor, move 2) ... both with eny10 shield (maybe croby) and full comps, engine is of course EP.

Need to see what is best for bor supply ... Or are we going to make a stack of those as well?mch


I guess no stack due to EP and IS armor.


Those were just suggestions, though EP is obvious and do-able for all (at some time in the future for Llort). I'd use organic armor but I only got the bio4 variant and for about the same price the IS armor gives me more armor+shields ... If we want a stacked design than I won't use the IS armor.

Quote:

When assuming that the enemy ships do loose their shields, already a small stack of 4 jugger-BBs kills a BB with even its 2-slot-jugs. Thus I would rather go for a 20-jug-BB. Mineralwise it's the more efficient thing, too.

Sappers in the 2-slots is an option if the design would be a stand-alone. But since this design is not intented to be a stand-alone, sappers are a germ-hungry option and weapons-slots you never really WANT to use... so dedicated sapper-BBs are always better than wasting minerals/ressourse with sappers on a missile boat.

I've got more germ around than needed, limit is bor again so the sappers would not hurt. IMHO 20 missiles is not a good idea, those small slots do little ship killing damage, you're better of with putting sappers or for example gatlings in them so your missile boats don't get stuck in enemy minefields (as we did with the dedicated sapper). For IS even more so, weapons cost more, missiles are expensive, I'd prefer to have all my missiles in the 6*slot, means my BBs stack has more stacked 6*slot volleys hitting single BBs inside the enemy stack, giving me more ship kills ...

mch

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Re: pak'ma'ra weap16 / new BB Tue, 17 July 2007 15:03 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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What do you mean with IS armor? Fielded Kelarium?

Are you sure the 7 comps design is the one to go? Itīll introduce a great factor of randomness. Sad

Iīm a fan of the 4 comps / 3 jammers variant as a balanced design. Against enemy unjammed ships the difference isnīt that great, but letīs check the numbers:

4 SBC, unjammed target, 6 juggs: 1454 / 364 / 385
7 SBC, unjammed target, 6 juggs: 1681 / 420 / 427 (+13% vs. 4 SBC)
7 SBC, 3 jammer target, 6 juggs: 1154 / 289 / 617 (-29% vs. unjammed)
7 SBC, unjammed target, 6 dooms: 3152 / 788 / 801
7 SBC, 3 jammer target, 6 dooms: 2230 / 557 / 628 (-28%)

4 SBC vs. 7 SBC do 13% less damage due to lesser accuracy but take about 30% less. Initiative is a toss-up against enemy juggs for 7 SBC and automatically lost for 4.

But: 7 SBC jugg BB has init 25 while (10 + 7*2 + 1) while our standard sapper has only 24 (10 + 14)!

So the first salvo with a 7 SBC model is against fully shielded opponents while the 4 SBC one can hopefully do double damage on the first salvo!

Plus: Weīll soon be facing Doomsday BBs and safely assuming they go for the same design weīll lose init anyway even with the 7 SBC model!

Letīs check on init compared to beamers: 4 SBCs / jugg has 19, our Mark IV has 17 (doesnīt matter too much who shoots first though), Heavy Blaster has 15 and Disruptor at W20 has 18, Mega-D at W 22 16. So unless they put comps on their beamers our 4 SBC missile ship would still fire before enemy beamers but after our sappers.

Donīt have the time to check attractiveness, the all-missile version without jammers might even be more attractive than our beamers, something we definetely donīt want.

Conclusion:
I strongly suggest that we go for a 4 SBC / 3 jammer model. Iīm neutral about the wing slots and can live with either beams, sappers or missiles. Again assuming that theyīll soon have doomsdays with range 6 it might be advisable to use only 16 missiles if we go for armor to keep the weight down.


[Updated on: Tue, 17 July 2007 15:20]

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Re: pak'ma'ra weap16 / new BB Tue, 17 July 2007 15:23 Go to previous messageGo to next message
Micha

 

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Skaffen wrote on Tue, 17 July 2007 21:03

What do you mean with IS armor? Fielded Kelarium?

... yes, never really used it, couldn't remember the name.

Quote:

Are you sure the 7 comps design is the one to go? Itīll introduce a great factor of randomness. Sad

No, I'm not sure. Smile I did think about it that we soon would be facing dooms ... unfortunately ...
Not looking at the damage calculations but alone for the less randomness in testbeds I'm going to agree to go with less comps. Also I did not check the firing order of sappers and missiles.
Sad

Anyway in this case I would be even stronger in favour for a 6*2 missile boat in order to have more defensive bonusses because of a larger stack and more room for armor ... Well, either more armor of higher speed. If you are happy with more armor you can add more and keep 1.75 move or if you like speed you can keep speed 2 and use less armor ... Personally 1.75 is probably enough and hardening the BBs that will always fire last might be a good thing. Of course "firing last" is hypothetical since there is the matter of chaff, anti-chaff, anti-anti-... you know what I mean ... and of course crowding.
Very Happy

mch

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Re: pak'ma'ra weap16 / new BB Tue, 17 July 2007 16:58 Go to previous messageGo to next message
Micha

 

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I looked into 2 BBs:

2*6 juggers
6 fielded kelarium
EP
4 BSC
3 jammers
8 bears
armor/shield=2525/1540
move=1.75

versus

6*2 + 4 juggers
4 fielded kelarium (less to keep same movement)
rest same
armor/shield=2350/1400
move=1.75

With current minerals (not 100% accurate because of distribution throughout my empire) I can build 60 of the first and 49 of the second. In total this will cost me 19% more resources (which are plenty <g> nothing decent to research, for both designs the total strength could be build in 2 years with ideal mineral spread, after that my planets would be dry), this gives me a 32% stronger stack in defense while loosing 8% offense (less missiles in total), however taking into account more ship kills and less damage to entire stack this might even be smaller ...

Fielded kelarium+bear combo gives me the "best" armor/shield ...
There are some other configurations like con12 armor instead of fielded kelarium which gives 2825/1120, trading 320 shields for 300 more armor and slightly increases the design iron cost (and resources but neglecting that).

Of course when assuming enough (overkill) sapping power on the enemy side and feeling shields don't matter best would be croby+con12 which gives me 3345/672 and another iron increase (and again resources) ...

mch

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Re: weap16 missile/ new BB Wed, 18 July 2007 03:35 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Generally speaking I tend to load up my missile ships because the cost per weapon (damage you can do) is less. However, in this case we are facing a technologically superior foe so I like the Pak 2*6 design here.

I do not like hybrids since I want to ensure my missiles are fired at maximum distance (unless puting them on helps draw in our range 5 missiles v their range 6 - not sure if it would; might depend more on BO?).

4 SBC/3 Jammers makes sence to me.

Fielded Kelarium still gives only half armour strength for RS. I haven't worked out cost/damage done/damage taken of a stack with Fielded Kelarium ships v no armour.

Since I have no EP I guess my own design can be my own design so I would probably either use your design but with IS-10/(3 SBC + 3 J20 + OT OR 6 SBC + OT) for speed or completely forget speed & go for FM/4 SBC/3 J20. Haven't worked it out at this stage.

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Re: weap16 missile/ new BB Wed, 18 July 2007 03:51 Go to previous messageGo to next message
Micha

 

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AlexTheGreat wrote on Wed, 18 July 2007 09:35

I do not like hybrids since I want to ensure my missiles are fired at maximum distance (unless puting them on helps draw in our range 5 missiles v their range 6 - not sure if it would; might depend more on BO?).

Not sure what you mean by "hybrids" ... beam weapons on missile ships? I suppose giving those maximize damage would force the ships to move closer to get into beam range as well ...
Keep in mind this is a very non-standard game, if we work with crowding those potential sappers on missile ships *will* be used and most likely even have the first shot since the dedicated sappers don't have added comps.

Quote:

Fielded Kelarium still gives only half armour strength for RS. I haven't worked out cost/damage done/damage taken of a stack with Fielded Kelarium ships v no armour.

In general I would not add armor, or only light cheap bio armor ... but since we'll for certain not have the first shot and are depending on sucking up one missile volley I'd prefer to have more armor per BB to make them more resistant.
Let's say you can build 3 non armored BBs for the cost of 2 armored BBs. Enemy shoots first and since the non armored can take less damage one immediately gets killed while the armored would end up with 99% damage ... the latter can shoot back ...

Quote:

Since I have no EP I guess my own design can be my own design so I would probably either use your design but with IS-10/(3 SBC + 3 J20 + OT OR 6 SBC + OT) for speed or completely forget speed & go for FM/4 SBC/3 J20. Haven't worked it out at this stage.

We'll need the speed when we go to hunt their starbases. Wink ... but again, non-standard game with lots of crowding possibilities ...

mch

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Re: weap16 missile/ new BB Wed, 18 July 2007 05:05 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Micha wrote on Wed, 18 July 2007 03:51

Not sure what you mean by "hybrids" ... beam weapons on missile ships? I suppose giving those maximize damage would force the ships to move closer to get into beam range as well ...
Keep in mind this is a very non-standard game, if we work with crowding those potential sappers on missile ships *will* be used and most likely even have the first shot since the dedicated sappers don't have added comps.



Beams on a missile ship is what I meant by "hybrid". I also don't like mixed range beams a lot.

The crowding aspect is one reason why I'm not sure that speed is as important as usual. I suppose speed 1.25 would be useful tho to get Juggers in range in one turn when no crowding and, of course, speed is almost never a bad thing if you don't mind spending the extra (or you've got the EP).

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Re: pak'ma'ra weap16 / new BB Thu, 19 July 2007 07:27 Go to previous messageGo to next message
Micha

 

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Going with the 2*6 missiles and fielded kelarium design.
No stacking.

mch

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Re: Counter Design for Low Guard Tue, 24 July 2007 21:35 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Since the Low Guard is much more powerful, is same range & shoots first compared to the Zaidzev we are likely to need a counter design.

I've carefully considered 10 possible designs. All are either range 1 (weap18) or range 3 (HB) & I've considered BBs & CCs.

I wanted a design that worked against both the PofS & Low Guard. Range 1 works OK v the Low Guard but would be chewed up v PofS so they have been discarded. EP BB designs are either too heavy meaning that the Low Guard will get within range of our weaker Range 3 ship or would carry too few weapons & thus be too weak. There are 2 feasible CC designs but they are more expensive per enemy ship killed than the BB designs (tho one CC design (EP, 4 HB, 2 PS, 3 Gorilla, 1 OT) will often avoid being cornered, particularly v the Low Guard, due to it's 2.5 speed). The BBs are also more versatile i.e. much better at killing the PofS. The only downside of the BBs is that the Low Guard will occasionally get within range (11.1% chance per battle round).

I am sending you a spreadsheet that includes cost per enemy ship killed for both the CC & BB designs.

My strong preference is for what I will call the "Spartacus":
BB with FM, 16 HB, 4 PS, 8 Gorilla, 3 caps, 3 BSC, 1 OT.
This ship is only 301Kt & so will move last 88.9% of the time, is a VERY efficient Low Guard killer & a good PofS killer. It shoots first against both the Low Guard & the PofS.


Our ships required to kill 50 enemy BBs (marginal victory):
v PofS: ....... Always needs 43.
v Low Guard: If we always stay out of range we need only 18!
.................. If we stay out of range in round 1 but are caught in round 2 we need 38.
.................. If we are caught in round 1 (11.1% chance) we need about 54 (estimate).


[Updated on: Tue, 24 July 2007 23:16]

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Re: Counter Design for Low Guard Thu, 26 July 2007 15:31 Go to previous messageGo to next message
Micha

 

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AlexTheGreat wrote on Wed, 25 July 2007 03:35

My strong preference is for what I will call the "Spartacus":
BB with FM, 16 HB, 4 PS, 8 Gorilla, 3 caps, 3 BSC, 1 OT.
This ship is only 301Kt & so will move last 88.9% of the time, is a VERY efficient Low Guard killer & a good PofS killer. It shoots first against both the Low Guard & the PofS.


Our ships required to kill 50 enemy BBs (marginal victory):
v PofS: ....... Always needs 43.
v Low Guard: If we always stay out of range we need only 18!
.................. If we stay out of range in round 1 but are caught in round 2 we need 38.
.................. If we are caught in round 1 (11.1% chance) we need about 54 (estimate).


Sounds good! As soon as I get the sheilds I'll switch to that design ... in the mean time I might get some tech ... not sure ... need to safe minerals (bor).
Hm, maybe prep some bombers to go through the Dog House gate in 6 years ... though that will cost bor again. <g>

Do we need to bomb/kill the Vorlon HW? Or only orbit? Or even inhabit? Sad

mch

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Re: Counter Design for Low Guard Sun, 29 July 2007 14:34 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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Micha wrote on Thu, 26 July 2007 21:31

Do we need to bomb/kill the Vorlon HW? Or only orbit? Or even inhabit? Sad
mch


To quote from the game announcement:

All victory conditions are based on the defeat of the Ancient Homeworlds. This means eradication of population on the planets.

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Re: Counter Design for Low Guard Thu, 02 August 2007 13:31 Go to previous messageGo to next message
Micha

 

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Micha wrote on Thu, 26 July 2007 21:31

AlexTheGreat wrote on Wed, 25 July 2007 03:35

My strong preference is for what I will call the "Spartacus":
BB with FM, 16 HB, 4 PS, 8 Gorilla, 3 caps, 3 BSC, 1 OT.
This ship is only 301Kt & so will move last 88.9% of the time, is a VERY efficient Low Guard killer & a good PofS killer. It shoots first against both the Low Guard & the PofS.


Our ships required to kill 50 enemy BBs (marginal victory):
v PofS: ....... Always needs 43.
v Low Guard: If we always stay out of range we need only 18!
.................. If we stay out of range in round 1 but are caught in round 2 we need 38.
.................. If we are caught in round 1 (11.1% chance) we need about 54 (estimate).


Sounds good! As soon as I get the sheilds I'll switch to that design ... in the mean time I might get some tech ... not sure ... need to safe minerals (bor).
Hm, maybe prep some bombers to go through the Dog House gate in 6 years ... though that will cost bor again. <g>

Mwuhahaha ... I don't have the FM! ROFL

So there goes 2 wasted years of waiting for eny14 ... unless I use the rad ram .. weight is 317kT instead of 301kT ... Resource cost is the same, but more germ (of which I have waaaay too many!)

mch

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Re: Counter Design for Low Guard Thu, 02 August 2007 23:10 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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Micha wrote on Thu, 02 August 2007 13:31

Micha wrote on Thu, 26 July 2007 21:31

AlexTheGreat wrote on Wed, 25 July 2007 03:35

My strong preference is for what I will call the "Spartacus":
BB with FM, 16 HB, 4 PS, 8 Gorilla, 3 caps, 3 BSC, 1 OT.
This ship is only 301Kt & so will move last 88.9% of the time, is a VERY efficient Low Guard killer & a good PofS killer. It shoots first against both the Low Guard & the PofS.


Our ships required to kill 50 enemy BBs (marginal victory):
v PofS: ....... Always needs 43.
v Low Guard: If we always stay out of range we need only 18!
.................. If we stay out of range in round 1 but are caught in round 2 we need 38.
.................. If we are caught in round 1 (11.1% chance) we need about 54 (estimate).


Sounds good! As soon as I get the sheilds I'll switch to that design ... in the mean time I might get some tech ... not sure ... need to safe minerals (bor).
Hm, maybe prep some bombers to go through the Dog House gate in 6 years ... though that will cost bor again. <g>

Mwuhahaha ... I don't have the FM! ROFL

So there goes 2 wasted years of waiting for eny14 ... unless I use the rad ram .. weight is 317kT instead of 301kT ... Resource cost is the same, but more germ (of which I have waaaay too many!)


The Rad Ram is a decent alternative.

Chances of them moving last changes from 11.1% to 20.7% so you will usually get caught by the 3rd round but you will get 3 shots in more often than not (2 while out of range + 1 for higher init). The principal is still the same.

Note that the Hyaks are now also building some "High Guard" ships too - smaller numbers so far. As for Low Guard but with 7 BSC & Super Scoop - It is 349Kt (v 317Kt Spartacus their chances of moving last = 23.2%) so you still usually keep your distance & they're less powerful than the Low Guard.

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New Vladimir design Mon, 06 August 2007 19:02 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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Due to the high ini 3rd generation BBs of the Hyaks, I thought it necessary to change some designs:

BB Vladimir II
http://stars.arglos.net/games/tmp-bb-qrt/bb-vladimir-2.jpg
As you can see I raised the ini with 1 super-comp. This way my missile-BB shoots after the sappers. It's even possible to design a reasonable Ultra-station that shoots after Vladimir II. Additionally I upgraded the shields and replaced the gatlings with range 3 lasers (to shoot at chaff).

BB Rocket Worms
http://stars.arglos.net/games/tmp-bb-qrt/bb-rocket-worms.jpg

If you don't want to upgrade the alliance sapper-design, I can build more Zaidzevs instead of Vladimir-I-ships which aren't of much use for the Spoo against the Hyak by now.

Production of Vladimir II has already started but I am certainly interested to hear some comments, improvements about BB Rocket Worms.


[Updated on: Mon, 06 August 2007 19:03]

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Re: New Vladimir design Mon, 06 August 2007 20:20 Go to previous message
AlexTheGreat is currently offline AlexTheGreat

 
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Altruist wrote on Mon, 06 August 2007 19:02

Due to the high ini 3rd generation BBs of the Hyaks, I thought it necessary to change some designs:

BB Vladimir II
http://stars.arglos.net/games/tmp-bb-qrt/bb-vladimir-2.jpg
As you can see I raised the ini with 1 super-comp. This way my missile-BB shoots after the sappers. It's even possible to design a reasonable Ultra-station that shoots after Vladimir II. Additionally I upgraded the shields and replaced the gatlings with range 3 lasers (to shoot at chaff).

I'm not completely convinced the the blaster is needed since you should have some beam ships support anyway but otherwise I like the design.

Quote:

BB Rocket Worms
http://stars.arglos.net/games/tmp-bb-qrt/bb-rocket-worms.jpg

If you don't want to upgrade the alliance sapper-design, I can build more Zaidzevs instead of Vladimir-I-ships which aren't of much use for the Spoo against the Hyak by now.

Production of Vladimir II has already started but I am certainly interested to hear some comments, improvements about BB Rocket Worms.

I also like the Rocket Worms tho you should bear in mind that the new VA W20 missile ship still out-inits it AND the High Guard will fire before the Rocket Worms.

I would build the "Spartacus" for local warfare instead of more Zaidzevs.

The Zaidzev/Vladimir I now become high-end horde ships specifically (or mainly) for the invasion. BTW the Vladimir is still useful for the invasion because the Zaidzevs will protect them (they were designed to do so).

Note: As said in the other thread, the High Guard is more difficult to counter than the Low Guard, but the Spartacus still works well against it since the Spartacus will usually fire while keeping out of range until they are caught - effectively the High Guard moves in one battle round earlier by virtue of their higher init.

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