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Re: Regenerating Shield. Advantage or Disadvantage? |
Sun, 02 February 2003 16:06 |
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Well consider that the only *real* point of losing out is when comparing to the Super Latanium and when under attack from Sappers.
Super Latanium is too costly to use anyway so we can ignore that one.
Sappers will tear apart your sheilds anyway and Sapper tends to be used with those missiles. I'd sooner take regen sheilds and hope they last long enough to avoid the double damage against missiles.
Exception to this....
AR - sure the energy tech you get will generally mean your sheilds are better than your armour - so it's a definate bonus... but your precious starbases are less well defended... bit of a bad thing.
I'd sooner take regen sheilds. Mainly because I like beamers and as such I need to keep the weight down and the speed up in order to close down missile/torp ships ASAP.
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Re: Regenerating Shield. Advantage or Disadvantage? |
Sun, 02 February 2003 22:42 |
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I don't care for armored battleships either. Against missiles, any armor dp you have in excess of your shields dp is only going to be 1/4 as effective, ie double damage to armor instead of half damage. And against beams, you'll wanna be light and agile anyway.
[Updated on: Sun, 02 February 2003 22:43] Report message to a moderator
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Re: Regenerating Shield. Advantage or Disadvantage? |
Mon, 03 February 2003 07:54 |
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regiss | | Petty Officer 1st Class | Messages: 65
Registered: November 2002 | |
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Quote: | the Half Armour make me choose otherwise
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50% armor is only applied to additional armor (hull dp is
unaffected). Therefore and becouse:
- I don't put any armor anyway to keep weight and speed optimal.
- Try to use biger stacks with shields equal to armor.
- Usually take energy cheap to speed up terraforming.
RS really helps for me. And those 7-20 points I sometimes
spend on RS in RW is nothing compared to advantages it provides.
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Re: Regenerating Shield. Advantage or Disadvantage? |
Wed, 05 February 2003 13:20 |
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Verker | | Master Chief Petty Officer VML mod guy | Messages: 99
Registered: January 2003 Location: Vienna, AUT | |
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Well, I would have voted for advantage, but taking the VML-mod into account, I had to decide for neutral:
Ofc there's hardly any armor on my ships, but with starbase exclusive heavy armor and its dp cut in half, that will make a significant difference, esp so for AR races. OTOH, in VML there won't be fast moving or gateable cap missile ships, so loosing some of the dp's shouldn't hurt too much.
Overall a draw depending on the design/PRT/horde I want to play.
Verker ||¬]
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Re: Regenerating Shield. Advantage or Disadvantage? |
Tue, 11 February 2003 13:10 |
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Crusader | | Officer Cadet 2nd Year | Messages: 233
Registered: January 2003 Location: Dixie Land | |
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Well, so far I have yet to play a game with a RS race. Call me a right-wing conservative, but I like my missile BBs to be loaded down with armor as well as shields, just in case the bad guy gets through my chaff and they have to take a hit or two. Those big hosses is slower than molasses in January anyways. I will take a bit of armor off if it means the difference between 3/4 and 1 on the battle board, although I sometimes wonder if that 1/4 move makes that big a difference.
But why are we discussing BBs anyway? I always was under the impression that RS gives the greatest benefit in the early and late game eras, unless you are a WM and have the hulls to fully exploit RS. I usually play SS, or that has been my predominant choice in the past, and I have never seen where taking RS gives a standard SS any real benefit, "standard" being more clearly defined as being either a factory using HG or HP designed to go to war in the mid to late stages of a game.
Now, if I were to play a -f SS, then I would most likely take RS because of the benefits derived from early attack when playing any -f race.
I do not believe, however, that RS is always advantageous. I believe it is advantageous depending on conditions and race design.
For what it's worth,
The Crusader
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Re: Regenerating Shield. Advantage or Disadvantage? |
Sat, 15 February 2003 10:49 |
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I disagree. When it comes to cap missile fights RS is a god send. Consider that with RS you keep armour damage to 50% for a lot longer than vs non-RS. You also keep that double damage away for as long as possible, but as with all things stars.....
The double damage is in effect twice as effective since you have half the armour - this one I can't argue with in any way shape or form.
sappers - nightmare man! Sappers ruin a sheilded ships day, fire first and good range they make dthe double damage all the harder to take.... BUT.... RS or noRS - sapper will hurt your ships just as well.... with RS you may survive the first shot and have sheilds left for the missiles... if you don't... then the RS wouldn't have sheilds either so it's the same boat time.
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Re: Regenerating Shield. Advantage or Disadvantage? |
Tue, 25 February 2003 21:23 |
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johng316 | | Chief Warrant Officer 3 | Messages: 177
Registered: November 2002 Location: Indiana, USA | |
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Micha wrote on Sat, 22 February 2003 19:30
Middle game: not putting any armor on my BBs anyway. : | Keeps them gate-able
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Are you just building beamer BBs then? If you're building missile BBs, you're still not going to be able to gate them (unless you're IT), even without armor.
I don't know about you, but I find that armor per missile ratio is an important part of winning battles.
I suppose you could compensate by placing fewer than the maximum number of missiles on your BBs... it would be interesting to test.
Another factor in my thinking, I suppose, is that I will never play anything larger than Medium universes, and I strongly prefer Small. This limits the additional value of stargates once the mid-game hits and warp 10 engines arrive on the scene. Still useful, but not nearly as much as when you're playing in large or huge.
Good point about the stargates, though...
John G
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Re: Regenerating Shield. Advantage or Disadvantage? |
Thu, 27 February 2003 19:26 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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johng316 wrote on Wed, 26 February 2003 03:23 |
Micha wrote on Sat, 22 February 2003 19:30
Middle game: not putting any armor on my BBs anyway. : | Keeps them gate-able
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Are you just building beamer BBs then? If you're building missile BBs, you're still not going to be able to gate them (unless you're IT), even without armor.
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Yup, close to only beamers, only missile for special purposes like shooting down bombers. Works surprisingly well, your enemies showing up with chaff and you not bringing any missiles, what a waste for them!
Still waiting for the moment that somebody thinks: "He's not going to build any missiles at all" and than with all the excess iron I _do_ build missiles and waste my enemies fleet that is unjammed and without chaff.
And I do have plenty of iron laying around! Shortage is bor
Quote: | I don't know about you, but I find that armor per missile ratio is an important part of winning battles.
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I'm bringing more BBs to the battle, since I can gather them through gates, meaning more firepower.
Quote: | I suppose you could compensate by placing fewer than the maximum number of missiles on your BBs... it would be interesting to test.
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Can't make a gate-able missile BB, only works with CCs (which are useless missile ships once BBs show up) or omega nubs, and the latter have also very little fire power, more like a special design and not for a main line warship.
Quote: | Another factor in my thinking, I suppose, is that I will never play anything larger than Medium universes, and I strongly prefer Small. This limits the additional value of stargates once the mid-game hits and warp 10 engines arrive on the scene. Still useful, but not nearly as much as when you're playing in large or huge.
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I also prefer the smaller games, medium is the largest I would play ... although I just finished a _huge_ but that was a teamgame and was fun for once, not to be repeated though ...
regards,
mch
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