You know, I don't know why I use HBC MKIV instead of a few core flak and lightnings.. nice upgrade idea there Bognor, I'll take it!
Word to the wise: don't try using forts with this, if for some reason it goes down, instant reprisal since the post means AI gets scrap from it too.
Learned it the hard way.
Spec force posts do _not_ keep eyes alive.
Glad someone else is turning on the "Zenith Metal Generator" hehe
On to raid engine refugees: I found building a small line of tractor turrets along their most likely (not from launch system) escape route with needler2's in front caught most of them, a few widow minefields around the holes helped too. the real issue here is when there is only the 1 wormhole that they entered from... though in my setup I am not using a full out supercat defense for this either, more meeting them halfway due to proximity (raid WH is close to WH leading to home system, which I put a military station to cover per standard protocol.)
It does mean ships translocated by station are behind their entry wormhole, and this factor has cut down escapes a lot... but some lucky maws have made it away only to trouble me later.
Suggestions for this? My unlocks are space tank, protector, munitions booster. MKV fabs are fleet starship, tractor platform and mini ramV
I could have a few platforms under a cloaker starship in back but I really don't want to have to pay attention to this defense, and in this game the sentry eye is too far away to get at in a timely fashion...
Key ships I want to stop: Maw, nanoswarm, triangle ships
The escaped nanoswarms haven't troubled me yet but I know there's regen chambers in both alternate exits for the few that do get away.