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Re: BB designs of the Free: Final |
Tue, 19 June 2007 18:02 |
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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
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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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Re: pak'ma'ra weap16 / new BB |
Mon, 16 July 2007 13:31 |
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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
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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 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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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
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I guess no stack due to EP and IS armor.
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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.
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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 |
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Skaffen | | Senior Chief Petty Officer | Messages: 90
Registered: December 2006 Location: Germany | |
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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.
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] Report message to a moderator
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Re: weap16 missile/ new BB |
Wed, 18 July 2007 03:35 |
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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 05:05 |
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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.
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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: Counter Design for Low Guard |
Tue, 24 July 2007 21:35 |
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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] Report message to a moderator
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Re: Counter Design for Low Guard |
Thu, 26 July 2007 15:31 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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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).
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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?
mch
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Re: Counter Design for Low Guard |
Thu, 02 August 2007 13:31 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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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).
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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>
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Mwuhahaha ... I don't have the FM!
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 |
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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).
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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>
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Mwuhahaha ... I don't have the FM!
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!)
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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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