Author Topic: Starting Ship Type Dilemma  (Read 5173 times)

Offline hullu

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Re: Starting Ship Type Dilemma
« Reply #15 on: January 18, 2011, 06:04:09 pm »
Or add mobile regen chambers maybe.
This.

Offline Shrugging Khan

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Re: Starting Ship Type Dilemma
« Reply #16 on: January 18, 2011, 08:04:28 pm »
Turns out, I like power more than speed.

Zenith Bombards FTW.
The beatings shall continue
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Offline Mithror

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Re: Starting Ship Type Dilemma
« Reply #17 on: January 19, 2011, 04:53:25 am »
Prepare to curse at the radar damping for all the guard posts! My friend definitely did :)
« Last Edit: January 19, 2011, 04:59:17 am by Mithror »

Offline Shrugging Khan

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Re: Starting Ship Type Dilemma
« Reply #18 on: January 19, 2011, 06:08:32 pm »
Bah, Guard Posts are antimatter immune anyways!

I like using the bombards as the "kill whatever appears" complementation of my other favourite...the riot starship. The RSs stop the enemy in their tracks, and the bombards blow them all out of the water  ;D
The beatings shall continue
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Offline Entrenched Homperson

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Re: Starting Ship Type Dilemma
« Reply #19 on: January 21, 2011, 11:33:01 am »
That would get me to use em. It's practicaly like a "Roach Bomb" ><

Who wants  a bunch of bugs dumped in there home systems??
Options are deadly.... :O :O :O

Offline Suzera

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Re: Starting Ship Type Dilemma
« Reply #20 on: January 21, 2011, 01:58:27 pm »
Bombards are decent, but not being able to hit force fields or AI Eyes is kind of lame. Other good useful damage hitters are probably:

Space tanks
Spire Gravity Rippers
Spire Gravity Drains
Spire Stealth Battleships
MLRS
Chameleons
Beam Frigates
Munitions Boosters
Autobombs

Offline Shrugging Khan

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Re: Starting Ship Type Dilemma
« Reply #21 on: January 21, 2011, 05:33:16 pm »
Stealth Battleships sound better than they are. They're too slow for interception, lack the right modifiers for bombing runs, don't have enough damage to make a difference in fleet battles...just about the only remarkable thing about them is being immune to instant killing, but they really don't make much of a difference either way.
The beatings shall continue
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Offline zebramatt

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Re: Starting Ship Type Dilemma
« Reply #22 on: January 23, 2011, 09:15:31 am »
Stealth Battleships sound better than they are. They're too slow for interception, lack the right modifiers for bombing runs, don't have enough damage to make a difference in fleet battles...just about the only remarkable thing about them is being immune to instant killing, but they really don't make much of a difference either way.

I disagree!

Offline Shrugging Khan

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Re: Starting Ship Type Dilemma
« Reply #23 on: January 23, 2011, 12:10:19 pm »
How so!?
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Offline zebramatt

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Re: Starting Ship Type Dilemma
« Reply #24 on: January 23, 2011, 04:45:47 pm »
I've found them immensely effective for ambushing fleet ships and thinning out their numbers from behind!

Offline Entrenched Homperson

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Re: Starting Ship Type Dilemma
« Reply #25 on: January 23, 2011, 06:18:42 pm »
Yeah! What he said! ><

I've been using Riot Ships alot latly, and its fun to steal 80 AI ships with Tractor Beams and pull them through those guys when the AI arent even expecting them. You can see there whole army adjust to the presence of just 5 of them. Its fun  :D :D
Options are deadly.... :O :O :O

Offline Burnstreet

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Re: Starting Ship Type Dilemma
« Reply #26 on: January 23, 2011, 11:58:27 pm »
You want speed and firepower?
I got the solution for you.

1. enable spirecraft - anything, ignore the bonus ship
2. build SC Penetrators
3. Profit!

ok, they take a bit longer to reload but once you have a full cap of all marks you are going to hear Boom very often.

Offline Shrugging Khan

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Re: Starting Ship Type Dilemma
« Reply #27 on: January 24, 2011, 07:33:02 am »
I play without spirecraft. I'm too clumsy to not lose those irreplaceables ::)
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Offline LordSloth

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Re: Starting Ship Type Dilemma
« Reply #28 on: February 01, 2011, 08:58:23 pm »
I've found stealth battleships highly effective in taking out guard posts. They're effective at mark one if you're willing to flee early, but pretty ridiculous at marks two and three.

The key is to take out the tachyon guardians first, then send in the stealth battleships in low power mode. While they can't stand up to a moderate fleet for very long at all, they can slaughter several common types of guard posts before the AI has time to move anything else to within range. They can also handle some of the guardians fairly effectively as well. The key is not to hang around too long, and put them back into low power mode once the hit is done, so they'll go back into cloak and not waste that cloak on whatever tiny ships 1trickle in. And beware of enemy decloakers, of course. I've seen an unfortunate amount of those in my last game. If any are in yellow damage, it is pretty safe to send them stealthed back to your system and let the rest continue wreaking havoc. The trick is just in making sure you don't stay uncloaked for too long.  Hell, if you're careful and lucky (setting priority targeting properly) they can even take out the tachyon guardians for you.

They honestly do have the speed and firepower you want, just nowhere near the staying power you'd expect from their health and 'battleship' title. Just focus on taking out guardians and posts, then hiding before the AI catches up to you, and you'll be pleased.

I haven't ever been happy with teleport ships on the -attack- but I've been pleased with them on defense.
« Last Edit: February 01, 2011, 09:01:34 pm by LordSloth »