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Home » Stars! 2.6/7 » The Academy » Boosters - why DDs?
Boosters - why DDs? Tue, 10 June 2014 16:49 Go to previous message
mrvan is currently offline mrvan

 
Officer Cadet 1st Year

Messages: 220
Registered: May 2014
I've heard it claimed that 2xfuel DD are much better boosters than scouts. Is this really the case?

Tech level con 3 / prop 0, -IFE=QJ5 (hence the need for boosters)


2xFuel DD, fuel 780, I 30 (3.Cool, G 6 (0.Cool res 46 (5.9), mass 40
1xFuel Sc, fuel 300, I 13 (4.3), G 6 (2) res 17 (5.6), mass 15

(parenthesized numbers are cost per 100mg of fuel)

Do people prefer the DD because of the lower G requirement? Is it that significant? I normally build say 4-6 boosters max, since they normally come back on turn 2. Do people build so many more that the ~9G per DD equivalent saved adds up?
Other advantage of DD: you can add cheap lasers (but it might not catch unarmed ships anyway?)
Disadvantage of DD: less flexible (with scouts you can boost 300/600/900, with DD only 780/1560)

Am I missing something obvious?

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