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Ships without jammers Fri, 18 September 2009 23:10 Go to next message
Mark Hewitt is currently offline Mark Hewitt

 
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I found in one of the other threads on the boards the idea that ships should skip jammers--just get more chaff.

Anyone tried this in real games--or have a good analysis of it?

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Re: Ships without jammers Fri, 18 September 2009 23:40 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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http://wiki.gible.net/index.php/Living_with_Chaff_by_Art_Lat hrop_-_Revised:_3th_December_2000

You should find many good articles in the wiki. "Living with Chaff" would be one of them. Although, that article doesn't tell the whole story, explanations beyond that article tend to get into personal views matching play style. Hence, my views on chaff may not make sense, unless you played my races designs, created my ship designs, and adopted my stars philosophies on acceptable losses. etc... Smile

"Skip Jammers--just get more chaff" sounds to me like a personal philosophy, without context for that statement. There might be a good reason for that statement, that may not apply in all situations.

I find that I use chaff about 50% of the time, and usually only against really good players (other times I can just be lazy and use a superior design or exploit another weakness). Truly it depends on the situation. It would be safer for you to understand why and when you want to use chaff, and make a judgment call during each game situation, rather than simply making a blanket decision for all new ship builds in every game...

Also, be aware that over confidence in chaff has killed many fleets.

-Matt



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

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Re: Ships without jammers Sat, 19 September 2009 00:16 Go to previous messageGo to next message
Eagle of Fire

 
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I played the Fornaxians in All Quiet without jammers until I retired. It worked very well... Since I planned it that way since the very beginning. If you don't plan it from the beginning and you continuously change your mind then I simply can't understand how you could cope with it in the long run. You will lose a lot of efficiency and probably a lot of extra ressources and minerals.

The thing when you plan not to use jammers is that you simply can't take the chance to take a missile boat hit in a close situation. When it is about to happen then you should consider retreating until you have superior numbers, or design a ship made specially to counter that weakness. In AQ, again, I had teamed up with a WM and he was usually the one doing the counter designs because of his speed bonus. Not having to build new designs allowed me to stack units and win on numbers.

If you don't have a lot of time to do test battles then it is probably not a good strategy for you. Otherwise you might realize that you just lost your main fleet over a coin toss...

Interestingly, I have stumbled a few times on an article on the Wiki about doing exactly the opposite, meaning going straight for jammers without doing the "usual" "let's build max computers then create a counter design when someone copy us". It does have good avantages, but it then become a strategical decision at the start of the game and, again, a coin toss since you won't really get much benefit from this unless your opponent does go straight for full computer. It can really give you an edge if you do win the coin toss though.



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Re: Ships without jammers Sat, 19 September 2009 01:04 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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The big problem with using jammers instead of chaff, is that you are significantly weakening your fleet vs beamers, since your own beamers have to carry jammers instead of more caps (or comps if you're playing for initiative.)

I think you get far more flexibility with chaff (and there's the bonus of having them available for crash sweeping, pinging starbases, as extremely cheap alarms over empty worlds if you don't use penscans.)

Of course, chaff killers do exist. If you use jammers you don't have to worry so much about that potential terror messing up your plans.

Also be aware that jammers aren't as effective defending versus the more accurate late game torpedos as they are against missiles (even 9 j30 only brings a Omega with 6 BSC down to 74% accuracy.) So if you play without chaff all game... Don't be surprised when your opponent switches to torp or beam dominated fleets and starts ripping you up.


I've used both, in different games, but I have a preference for chaff. I'll use whatever tool fits the moment best.

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Re: Ships without jammers Sat, 19 September 2009 07:42 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Mark Hewitt wrote on Sat, 19 September 2009 05:10

I found in one of the other threads on the boards the idea that ships should skip jammers--just get more chaff.

I usually use a combo, because in BB era with BB's low defense but high attack that makes sense. Chaff dies rather quickly to beamers, and doesn't move so fast on battle board as ships it should protect. Sad

OTOH in Nub era things get messy. If opponent uses cap-ship missiles, it usually makes sense to also use jammers on Nubs. All else depends on the situation. Confused

BR, Iztok

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Re: Ships without jammers Mon, 21 September 2009 10:22 Go to previous messageGo to next message
Bukane is currently offline Bukane

 
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It also very much depends on the era.

Around tech 12, chaff cost is only down to about 60% of the cost without miniaturization. That is still quite a bit. You may find that instead of chaff, just building more ships is a pretty good option. Every extra battleship with say 1120 shields can take 15 yihad hits or so. Using jammers, each battleship may absorb a few times more yihads launched at it. Plus the extra battleships give extra firepower, plus extra shields/armor against enemy beamers.

Around tech 26, chaff is going to be about 25% of the original cost while the armageddon missiles are doing some 8 times more damage then yihads. That really tips the scales! You just have to see at what point chaff becomes worth it.

Some more points:
- Minefield hits or detonations wipe all chaff.
- However, you can sweep minefields with chaff as well.
- If the enemy uses disengage orders, he may move his missile boats back to a place where chaff is out of range but your beamers aren't... This can be a very nasty surprise.
- If your chaff goes forward, they may be killed by high-initiative range 3 enemy beamers before anything else... So that the enemy missile boats hit your unjammed beamers.
- If your beamers loose their shields in round one (because of enemy pure sapper battleships), they may suddenly become more attractive for the enemy missiles then the chaff! This is especially a concern for unjammed beamers.

Well that's what you have to consider, I guess.


[Updated on: Mon, 21 September 2009 10:22]

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Re: Ships without jammers Mon, 21 September 2009 15:16 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:

- If your chaff goes forward, they may be killed by high-initiative range 3 enemy beamers before anything else... So that the enemy missile boats hit your unjammed beamers.

This is a problem which I feared all game long... But it would mean that your opponent would build a dedicated ship only to fight your own chaff. Considering the rarity of design slots all game long and the fact that the dedicated ship would become useless later on, I have found this occurance to be remote at best.

It is probably more of a problem in the end game... But like you said yourself, chaff is so cheap then it hardly matter.



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Re: Ships without jammers Mon, 21 September 2009 15:22 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Eagle of Fire wrote on Mon, 21 September 2009 21:16

I have found this occurance to be remote at best.

Famous last words... Wink

Belive me on this: if there's a chance chaff-shredders will turn the tide of the battle, most competenet Stars!'s players will have them.

BR, Iztok


[Updated on: Mon, 21 September 2009 15:43]

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Re: Ships without jammers Mon, 21 September 2009 15:27 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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I almost never put jammers on my warships, preferring to use the slots for computers or capacitors depending on the primary weapon type of the ship. I do count on the chaff absorbing two to three rounds of missile fire, and this does not always work out well for me when the combat lasts for longer than four or five rounds of fire, which happens fairly often in the late game. But it still seems like a good trade-off to me, much better hitting power vs. taking longer to be killed off by the missiles. Usually it seems that if I win the beam portion of the battle I then win the battle even if the missile boats get a couple of volleys on my beamers, even taking them all out, as my missile boats finish up their missile boats.

A couple of side notes:
- Chaff is so very useful, as has been noted.
- I try to avoid bringing more chaff than will absorb three rounds of missile fire as that seems to be the most I can expect before they come in range of the enemy's beamers and they all evaporate and are wasted as chaff.

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Re: Ships without jammers Mon, 21 September 2009 17:53 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Bukane wrote on Tue, 22 September 2009 00:22

Around tech 12, chaff cost is only down to about 60% of the cost without miniaturization. That is still quite a bit. You may find that instead of chaff, just building more ships is a pretty good option. Every extra battleship with say 1120 shields can take 15 yihad hits or so. Using jammers, each battleship may absorb a few times more yihads launched at it. Plus the extra battleships give extra firepower, plus extra shields/armor against enemy beamers.


Quote:

- If your beamers loose their shields in round one (because of enemy pure sapper battleships), they may suddenly become more attractive for the enemy missiles then the chaff! This is especially a concern for unjammed beamers.


These high init sapper ships are also a massive problem for a jammer only fleet - all of a sudden you're losing at least 4x as many ships per volley. With chaff this issue is managable, by taking care with the attractiveness of your ships when designing them, taking care to consider the effects of sapping, a little damage, expected miniturisation. But as you say, then you have to worry about chaff-killers and chaff-killer-killers etc.

There is no perfect solution. (But I like chaff, once the juggs are out, anyway)


[Updated on: Mon, 21 September 2009 17:54]

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Re: Ships without jammers Wed, 23 September 2009 12:52 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Eagle of Fire wrote on Mon, 21 September 2009 21:16

your opponent would build a dedicated ship only to fight your own chaff.

It's called counterdesign, just like with any other ship design. It wins wars. It's often done because of that. Deal

Quote:

Considering the rarity of design slots all game long and the fact that the dedicated ship would become useless later on, I have found this occurance to be remote at best.

Considering how chaff (or lack of it) can turn a battle, and how few chaff-killers are needed to turn a battle, and that those are almost always suicidal one-shot ships, whose slot becomes empty easily, yeah, you've been very lucky to never find your theory disproved... Twisted Evil

Quote:

It is probably more of a problem in the end game... But like you said yourself, chaff is so cheap then it hardly matter.

If by "end game" you mean "mid-BB era", then yeah. Also, chaff-killers may easily need less tech/mins/res than the fleets they help kill. So, indeed, hardly... Pirate

BTW, I actually use Jammers whenever I can, which usually means not on every design. Helps keep counterdesigns at bay, but lets me design "jammer-less" things whenever I need them. Rolling Eyes



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Re: Ships without jammers Thu, 24 September 2009 00:57 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:

Considering how chaff (or lack of it) can turn a battle, and how few chaff-killers are needed to turn a battle, and that those are almost always suicidal one-shot ships, whose slot becomes empty easily, yeah, you've been very lucky to never find your theory disproved...


My theory is that if you don't have enough missile boats and/or beamers of your own to destroy the few ships dedicated to chaff-killing, then you probably don't have enough firepower to even consider taking on this battle. So you should not even fight.

After this, there is always the fact that you can recognize those dedicated ships and then switch your tactics to fit this new ennemy. It's all the matter of knowing your ennemy. Smile



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Re: Ships without jammers Thu, 24 September 2009 03:48 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Eagle of Fire wrote on Thu, 24 September 2009 14:57

My theory is that if you don't have enough missile boats and/or beamers of your own to destroy the few ships dedicated to chaff-killing, then you probably don't have enough firepower to even consider taking on this battle. So you should not even fight.

After this, there is always the fact that you can recognize those dedicated ships and then switch your tactics to fit this new ennemy. It's all the matter of knowing your ennemy. Smile


Your theory is invalid. You need to read some articles on chaff killing, before someone teaches you in game.

A quick summary:
Chaff killers are fast, high init beamers (usually battleships for the high base init) designed to fire *before* mainline missile ships and beamers do. If you don't have an anti-chaff-killer ship design with higher init, then you *will* lose your chaff (and then the bulk of your fleet immediately afterwards, unless you have jammers.) As they will fire before any normal ships do, you cannot avoid this problem by sheer weight of numbers alone. So you should only ignore this possibility if you believe your fleet is capable of winning the battle without it's chaff.

You then get a counterdesign war going on with chaff-killer-killers. IIRC the chaff killers need range three beams to hit normal chaff in the first round. The counter is a similar high speed, high init, ship, but with gatlings instead of range 3 beams. This way they fire first, and are assured of hitting the chaff killers.

This'll cost you one or two design slots, but if you plan to play with chaff, it's absolutely essential when playing against an experienced player wielding a missile fleet.

Another defense against chaff-killers is to give your chaff retreat orders, thus keeping them out of range of the chaff killers. However an enemy anticipating this can arrange their battle orders to keep their captital ships on the back line, out of range of the chaff but not of the rest of your beams...


[Updated on: Thu, 24 September 2009 03:57]

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Re: Ships without jammers Thu, 24 September 2009 11:30 Go to previous messageGo to next message
Bukane is currently offline Bukane

 
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Dogthinkers wrote on Thu, 24 September 2009 03:48


You then get a counterdesign war going on with chaff-killer-killers. IIRC the chaff killers need range three beams to hit normal chaff in the first round. The counter is a similar high speed, high init, ship, but with gatlings instead of range 3 beams. This way they fire first, and are assured of hitting the chaff killers.


In fact, a chaff-protector would not be that fast, a speed 1 1/4 BB with range 2 weapon on it might be best... Maybe even gatling weapons, as indicated. But usually the range 2 weapons have 2 points initiative over range 3 so that you have a good chance to fire first anyway - split the protectors if you need to be sure most of them fire away first...

Alternative could be a range 5 high-initiative missile boat, but then we're talking nubians retreating.

Yet another so-so alternative is to give your own standard beamers high initiative - if the chaff is in beamer range so are the chaff-killers. But if you're not putting capacitors on your beamers, then why not use jammers in the first place?
Quote:


This'll cost you one or two design slots, but if you plan to play with chaff, it's absolutely essential when playing against an experienced player wielding a missile fleet.

Another defense against chaff-killers is to give your chaff retreat orders, thus keeping them out of range of the chaff killers. However an enemy anticipating this can arrange their battle orders to keep their captital ships on the back line, out of range of the chaff but not of the rest of your beams...


Yes...

A good plan is to add a bit of chaff to your fleet but don't fully count on it to last the whole battle. 64 or 128 are nice numbers if you attack a starbase, for example. Like that, if the other guy counter-designs, he looses a slot without getting THAT much advantage out of it.

Good ships without jammers: transports, chaff itself, sfx, mine layers, etcetera.



[Updated on: Thu, 24 September 2009 11:33]

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Re: Ships without jammers Fri, 25 September 2009 02:09 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Bukane wrote on Fri, 25 September 2009 01:30

In fact, a chaff-protector would not be that fast, a speed 1 1/4 BB with range 2 weapon on it might be best... Maybe even gatling weapons, as indicated. But usually the range 2 weapons have 2 points initiative over range 3 so that you have a good chance to fire first anyway - split the protectors if you need to be sure most of them fire away first...


You use gatlings so your ships are sure to hit the anti-chaff ships. I suppose you might be able to get away without doing this if your opponent isn't bothering to shield his anti-chaff suicide ships. Also, if you use all-comps and the gatling, then you are not in danger of a chaff-killer-killer counterdesign showing up and blasting your chaff-killer before it gets to shoot, since you have the maximum possible initiative (at which point it becomes plain luck who shoots first... Potentially a coin flip to win the battle, right there.)

Quote:

Alternative could be a range 5 high-initiative missile boat, but then we're talking nubians retreating.


Missiles have lower init than beams... So you cannot expect to shoot down an anti-chaff ship with missiles (since it will be just as stacked with comps as you are.)

Quote:

Yet another so-so alternative is to give your own standard beamers high initiative - if the chaff is in beamer range so are the chaff-killers. But if you're not putting capacitors on your beamers, then why not use jammers in the first place?


Well, in late BB era, with powerful beams, it does make sense to go for 'shoot first' rather than 'shoot hardest', since at this point of the game beamers slaughter each other in just one or two salvos (unlike in nubian era, when deflectors slow the combat back down again.)

Off topic... The game would probably be better if deflectors went on elec ship slots. Battleships would still be less effective than nubians, by a long way, but the late BB era would be more interesting.

Quote:

Good ships without jammers: transports, chaff itself, sfx, mine layers, etcetera.


It can be worthwhile putting jammers on the Super Freighter and on Galleons, if you want a design that can survive (probably with the help of freighter chaff) on the frontline. That's mainly an IS-orgy thing though, I suppose. I certainly wouldn't waste the germ on the bulk of my logistics.


[Updated on: Fri, 25 September 2009 02:15]

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Re: Ships without jammers Fri, 25 September 2009 06:45 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Dogthinkers wrote on Fri, 25 September 2009 08:09

Quote:

Yet another so-so alternative is to give your own standard beamers high initiative - if the chaff is in beamer range so are the chaff-killers. But if you're not putting capacitors on your beamers, then why not use jammers in the first place?


Well, in late BB era, with powerful beams, it does make sense to go for 'shoot first' rather than 'shoot hardest', since at this point of the game beamers slaughter each other in just one or two salvos (unlike in nubian era, when deflectors slow the combat back down again.)

The main problem with using comp-boosted mainline BBs is you create lack of germanium for nubians 10-20 turns lately. When you get nubs, you quickly realize than the "standard" 2-AMP 3-caps 4-deflectors design usually costs more germ than any other metal Shocked . Using more than the "nose" slot in a BB for comps is IMO only a last ditch, do-or-die effort.

BR, Iztok

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Re: Ships without jammers Fri, 25 September 2009 14:32 Go to previous messageGo to next message
scottrick49 is currently offline scottrick49

 
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iztok wrote on Fri, 25 September 2009 06:45


The main problem with using comp-boosted mainline BBs is you create lack of germanium for nubians 10-20 turns lately. When you get nubs, you quickly realize than the "standard" 2-AMP 3-caps 4-deflectors design usually costs more germ than any other metal Shocked . Using more than the "nose" slot in a BB for comps is IMO only a last ditch, do-or-die effort.

BR, Iztok


I assume you are talking just about your beam battleships? In that case, I 100% agree.



scottrick

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Re: Ships without jammers Fri, 25 September 2009 21:12 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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If the game is going to be decided with w22+, but before nubians... Then absolutely you should be winning the init war.

With no caps at all, a w20/22 beam bb will deal over 3,000 damage per shot. Sapper ships are throwing over 10,000 damage without caps (and those ships can have some caps and still fire before the beams.)

So... Firing first you will defeat a beamer force almost 1.5x your size, without even getting fired back upon.

If someone is attacking all-out with w22 BBs and you plan to beat them through research... All else being equal, you had better be able to get nubian tech a little before their attack hits you, otherwise you'll simply lose the game before you can stop them. Because your low-init beams will be useless.

Personally I usually try to leapfrog from w16 to nubians, rely on missiles more than anything to carry me through, since I hate this 'coin flip' point of the game, when ships kill more than their own weight every shot.

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Re: Ships without jammers Sat, 26 September 2009 04:10 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Dogthinkers wrote on Thu, 24 September 2009 23:09


Off topic... The game would probably be better if deflectors went on elec ship slots. Battleships would still be less effective than nubians, by a long way, but the late BB era would be more interesting.


How about armor slots? It makes logical sense for a reflective coating to be considered armor, and besides normal armor's not that useful with cap missiles around anyway.

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Re: Ships without jammers Sat, 26 September 2009 05:12 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Coyote wrote on Sat, 26 September 2009 18:10

Dogthinkers wrote on Thu, 24 September 2009 23:09


Off topic... The game would probably be better if deflectors went on elec ship slots. Battleships would still be less effective than nubians, by a long way, but the late BB era would be more interesting.


How about armor slots? It makes logical sense for a reflective coating to be considered armor, and besides normal armor's not that useful with cap missiles around anyway.


Well... Logical sense. But there's no decision there - armour being a generally poor choice already, having an alternative to put in the slot would really be the nail in the coffin. You'd put deflectors on nearly every BB if that was the choice.

I'd like it if it were a design decision 'caps or jammers or deflectors or comps' - two variations of each of attack or defence (and then there's cloaking to consider.) BBs would still be much less flexible than nubians... But just a teeny bit more, and beamer combat in that final BB period wouldn't be quite so absurdly open to chance (although still pretty bad - even with 6 deflectors, heavily armed disruptor BBs could still kill each other in 2 salvos.)

Anyways, we're far off topic now Laughing


[Updated on: Sat, 26 September 2009 05:14]

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Re: Ships without jammers Wed, 28 October 2009 02:52 Go to previous message
Marduk is currently offline Marduk

 
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I mostly go with chaff and only use jammers rarely to tweak attractiveness between designs until the nubian era. As Dogthinkers says, chaff is flexible.

To preserve my chaff from chaff-killing ships, I split it up into fleets with different targets and battle orders. Usually in groups of 100 or so. So 100 will have chicken orders, 100 max damage on unarmed/any, 100 maximize damage ratio targetting bombers/any, and so on. Given the random nature of battleboard movement I typically have some groups out of range of the chaff killers. Some will also end up out of range of the enemy missile ships the first round, but it is uncommon that I don't have enough chaff survive the killers that remain in range to soak the first missile shot. For round two, the chaff killers are gone and the remaining chaff have moved into range of the missile ships.



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