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Re: IT alliance benefits Tue, 19 July 2005 15:35 Go to previous messageGo to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
velvetthroat57 wrote on Tue, 19 July 2005 19:22

Micha wrote on Tue, 19 July 2005 03:42

Besides you'll never try to kill a planet with a packet when the massdriver is still up.


I do. When alliances break down and you want to clean out intersettled space in a hurry, it is sometimes necessary to fling bigger packets and annihilate some worlds that way while ships deal with others.


Heh, when typing I knew I shouldn't use "never". Grin
But uhm, "bigger packets" ... with full defenses and a MD10 you'll need +60.000kT packets ... (depending distance and on which defenses of course but assuming eny15 for MD10 is close enough for the defenses at eny16). How many of those can you fling?

Only against (almost) undefended planets packets are cost effective. This goes even for PP! Taking out strong planets will cost you lots of minerals. But ok sometimes you need to take out a world, though this is very rare.
And if planets aren't undefended than ask your CA ally to give you a hand. Wink You'll only be using +/-1800kT packets then. Wink

Quote:

Quote:

...he needs even more since they decay more.


Unless I am seriously misremembering, max decay rate is the same. You fling at +3 warp and experience the same decay rate as any non-PP race would.

Max decay rate true, but it isn't always "best" to use max warp ... there are occasions warp11 or 12 will do and IT will pay more there.

Quote:

Since IT can gate minerals to the front lines for assault, packets are a real threat.

Indeed, that's part of what I meant when I said in my last sentence in my previous post. This "penalty" is less of a penalty because it's the IT PRT ...

mch
...



[Updated on: Tue, 19 July 2005 15:36]

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