Author Topic: My New Best Friend - Mk III Raid Starships  (Read 1596 times)

Offline Bud Backer

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My New Best Friend - Mk III Raid Starships
« on: October 06, 2014, 12:29:42 pm »
A fringe benefit of posting on this forum is the great suggestions from people that DONT relate to your question. Don't get me wrong, I'm delighted with the great answers to my questions, but often the replies also point me to information I wasn't seeking but is very useful indeed.

For example:

One of my discussions about using cloaker starships led to some comments about the uses (and ill-uses) of Raid Starships. I used to include them in my Fleetball when I went on the attack. But someone mentioned that was a waste of their abilities and it made me think about what I was doing.

I stopped using them with the fleet; rather I would leave them behind at my homeworld until I'd see a use for them. And gradually I found what I liked to do with them. For starters, they are my elite strike group. Once I knew where all the AI co-processors were in the whole map, the raid starships were fantastic at going 20+ jumps to reach them and destroy the ones that I would never get to using my fleet. The same for Data Centers. For that alone they impressed the heck out of me and as far as I'm concerned, paid for their cost a thousand-fold.

I still find them a bit fragile to send inside enemy force fields to attack tougher targets, but as a way to get rid of tachyon sentries they are proving outstanding.

The Mk III and IV versions are truly fantastic because they are cloaked. Usually higher marks are more powerful than lower marks, but I didn't expect (or look for) totally new features in the same ship so finding the better ones could not only take and deal more damage but were invisible was quite the delight.

I'm sure that I'm only scratching the surface of their uses but I just wanted to share my enjoyment, and my appreciation for the friendly forum that I think contributes to the overall experience of the game.

Edit: punctuation
« Last Edit: October 06, 2014, 12:43:18 pm by Bud Backer »

Offline Hearteater

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Re: My New Best Friend - Mk III Raid Starships
« Reply #1 on: October 06, 2014, 03:29:55 pm »
They didn't used to have those extra abilities. When they didn't there wasn't much reason to unlock later versions because the Mark I could do everything you needed. Rarely would you unlock Mark II because you were striking exceptionally deep and needed the extra bodies to absorb attacks. But when you load Mark Is into a Transport, and send 1-2 empty transports in front and behind them, you can get pretty deep without needing Mark IIs. Hence why the extra goodies got added. If I recall correctly, the Scout starships got similar extra abilities added at different Marks for the same reason. The Mark IV had perma-stealth, but the Mark II and III were very underwhelming and unlocked only to get to the Mark IV.

Offline tadrinth

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Re: My New Best Friend - Mk III Raid Starships
« Reply #2 on: October 06, 2014, 03:32:23 pm »
IIRC, Raid II gets missile immunity, which makes them immune to Missile Guard Posts which would otherwise counter them.  Raid IV gets immunity to Gravity effects, which is about the only other thing that can give raids much of a problem. 

My last game I was on a small X map so I didn't get as much use out of them, but I just started an 80 planet Concentric game so I have a feeling I'll be using this to pretty solid effect. 

Offline Bud Backer

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Re: My New Best Friend - Mk III Raid Starships
« Reply #3 on: October 06, 2014, 06:02:02 pm »
You see? You see?

That is part of my point! You just pointed out that I need to examine the ship stats more carefully. I didn't notice variances between the immunities, only giving them a quick perusal. Dangerous to make assumptions, it seems. :)

Offline tadrinth

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Re: My New Best Friend - Mk III Raid Starships
« Reply #4 on: October 06, 2014, 07:11:04 pm »
The other unit which adds a lot of crazy stuff at higher marks is the Neinzul Champion Hull, for similar reasons. I think it starts with radar dampening, then adds vampirism, and it just gets sillier from there.  Oh, and immune to Black Hole Machines! 

Offline Bud Backer

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Re: My New Best Friend - Mk III Raid Starships
« Reply #5 on: October 06, 2014, 09:43:29 pm »
The other unit which adds a lot of crazy stuff at higher marks is the Neinzul Champion Hull, for similar reasons. I think it starts with radar dampening, then adds vampirism, and it just gets sillier from there.  Oh, and immune to Black Hole Machines!

The last bit is what intrigues me - I have been steering clear of worlds with BHMs for fear of ending in a massive battle, unable to escape, while the clever AI attacks me somewhere else!
« Last Edit: October 07, 2014, 07:40:37 am by Bud Backer »

Offline Kahuna

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Re: My New Best Friend - Mk III Raid Starships
« Reply #6 on: October 07, 2014, 09:47:55 am »
Quote
fear of ending in a massive battle, unable to escape, while the clever AI attacks me somewhere else!
Raid Engine/One way Doormaster or Peacemaker/One way Doormaster / Raid Engine/X.
« Last Edit: October 07, 2014, 09:50:32 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Histidine

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Re: My New Best Friend - Mk III Raid Starships
« Reply #7 on: October 08, 2014, 07:18:43 am »
I seem to recall Mk V Raid Starship having no special features over the Mk IV, should that be fixed?

Offline Kahuna

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Re: My New Best Friend - Mk III Raid Starships
« Reply #8 on: October 08, 2014, 08:18:20 am »
I seem to recall Mk V Raid Starship having no special features over the Mk IV, should that be fixed?
Immunity to Snipers >D
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!