Re: Least useful component |
Mon, 13 March 2017 06:18 |
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The one way I think Anti-Matter Generator is useful is on B-17 and B-52 bombers. Most people would end up putting a fuel tank (standard or super size) into that Scanner/Elect/Mech slot. Putting an AMG there accomplishes the same and gives additional 50mg of fuel per bomber (100mg for B-52) every year, further extending the range of any bomber mission.
Bio 7 is not a big prerequisite IMHO (relatively easy to get even with Bio expensive), and it helps you get a number of things... like early SmartBombs, Organic Armor and penscanners for those who don't choose NAS. Even those who choose it, and don't research Elec, can get a decent non-penetrating DNA scanner with Bio 6 (which, with NAS, almost equals Cheetah w/o NAS). In some games I consider Bio 7 a natural limit on researching Biotechnology, not Bio 4.
As for the ED, I would add one thing on top of what Magic says: since it slows down all ships to a minimum of 1/2, it can make your chaff slow enough to actually not get in range of enemy missiles quickly enough to draw fire from your main combat ships. This is because most players put basic Warp 6 engines (LH6 or FM) on them. I've seen that a couple of times in testbeds... big ships dying first, then chaff getting pointlessly massacred as they caught up to range.
Basically, when playing against a sufficiently evolved SD, you should plan on having ED in almost every battle - especially a defensive battle involving a SD starbase. It really lets the starbase fire two more free volleys at anything coming its way, With a fully decked-out Ultrastation, that amounts to almost 200 free missiles. I'd rather stare into their exhausts rather than their warheads.
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