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Re: Croby FF vs Wolv CC Wed, 13 September 2017 04:43 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
Registered: May 2008
ludek wrote on Wed, 13 September 2017 02:44
Hm.. why people forget about minigun, it have range 2 and better initiative than W8 beam, it lower research costs, and with FM can be cheap enough and
light to compete with most R3 designs. Also being galting it can fire at all targets in range with can increase it's firepower at times.


I think people are assuming that, by the time you are deciding whether to build Cruisers or Croby Frigates (the OP's question), you will have Weapons 8. You may have Croby Frigates earlier, and the Mini Gun may indeed be a great weapon on them, but you usually won't be weighing them against Cruisers (though I suppose it depends somewhat on whether you went for early LFs).


As for armour, it tends to be somewhat rare on destroyers and cruisers in practice due to a few unfortunate disadvantages compared to shields:

1) Armour is heavy, weight determines fuel use, and in the pre-cruiser and cruiser eras running out of fuel is a serious hazard. It also affects speed and move order, though that's more complicated.
2) You generally want at least some shields, because of shields' ability to "stack"; shields are pooled across an entire squadron/token of ships, which means they can disproportionately reduce ship-kills in the early rounds of a battle.
3) Shield damage isn't permanent; shields recharge fully after each battle. Hull damage has to be repaired, which always requires at least one turn without combat and may take far longer depending on conditions and severity.

There are certainly some cases in which armour is worthwhile, but there are good reasons it's not particularly common.

Thanks for weighing in, though.

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