Seige frigates are mighty!

I see a lot of complaints about seige frigates. I take it that people do not like them because they do little damage. But they are definately worth their price. Use them to sneakily bomb another player's undefended economic powerhouse. Even if you lose a couple, you cost the enemy more.
15,781 views 35 replies
Reply #1 Top
The problem with siege frigates is that you're expending a lot of resources and fleet supply points on a fragile, vulnerable, easily destroyed ship that can only do one thing: attack planets.

I think siege capital ships are a better deal. Factoring in the cost to get the capital ship slots open vs how much planet damage they can do, siege capitals are only slightly less efficient than siege frigates (and that's with a newly built capital ship. It's value increases as it gains levels). However, a siege capital is hardly a small, nearly defenseless ship. In addition to its considerable siege abilities, siege capitals are also powerful in ship to ship combat. The Marza dreadnought starts out with slightly higher DPS than the Kol battleship, last I checked (although the Marza doesn't have the shields, armor, and hull of the Kol, so they balance out). In fact, my experience has been that siege capitals are second only to battleships in direct ship to ship combat, generally speaking.

So, yes, while siege frigates can be effective, I think with a siege capital you get so much more for your money.
Reply #2 Top
No. Siege frigates are only worth bombing specific planets that are easy to take out.

Homeworlds have too much health to bomb, and those are almost solely responsible for a player's credit income.

But, you get kudos from me if you can show me a replay where you sieged a home world to death without having a fleet to fleet confrontation at the homeworld (I mean like.. in multiplayer against a human).

However, if you could siege rush a player's frigate factory asteroid and therefore cripple his production base that would be shmart, but because this only works in very specific situations and basically relies on your opponents incompetence, it is a bad plan. Siege ships are very expensive and so producing enough of them to "take out" your opponent's planets means you will produce significantly fewer ships for your main fleet.

MAIN COUNTER - SIEGE FRIGATE ARGUMENT:

If you are producing ships that do not embolden your main fleet you will instantly lose your entire main battle fleet against a skilled opponent. Which is better.. taking an asteroid out and losing your fleet, or not losing your fleet. Hrmmnn.

In this game once you've lose your fleet you've lost the game so.. focus on weakening and taking our your enemy's fleet first. Everything else comes second. Get siege ships only after your enemy's fleet is dead. Period.

Oh but, on another note, this dude above me is right about the siege caps. Still though better to get more long range frigates, but siege caps are fun; it's your call. Just don't complain when you should have gotten more functionally cost effective frigates.
Reply #3 Top
Oh but, on another note, this dude above me is right about the siege caps. Still though better to get more long range frigates, but siege caps are fun; it's your call. Just don't complain when you should have gotten more functionally cost effective frigates.
End of quote


well

you gotta take over planets somehow
Reply #4 Top
You don't have to take the planet out... just the people
Reply #5 Top
Some hangers guarding the borders of his empire will more or less ruin you day.
Reply #6 Top
ARGUMENT:If you are producing ships that do not embolden your main fleet you will instantly lose your entire main battle fleet against a skilled opponent. Which is better.. taking an asteroid out and losing your fleet, or not losing your fleet.
End of quote


^ pretty much....

i'm the #1 siege hater...

i will not say i 'never' build them, but they are basically useless IMO 85% of the time. i can sit here and theorize crazy situations that i would like to have a chunk of them (the best of which is i have a fleet advantage i want to capitalize on to keep the pressure going), but unless i'm 250+ total supply or w/e, i don't want any sieges in my fleet. they are useful past this point to allow your main force to move on and continue expansion (i usually play multis).

the marginal advantage of bombing someones base just slightly faster for 525 cred/12 supply (i play visari) is way too much risk when compared to keeping fleet parody, or better yet, fleet advantage.

i played against an AI while i was having some probs connecting yesterday due to patch issues, had 4 sieges in the ai's homeworld... and it still took them a good 5 mins + to nuke its planet. thats 48 supply to still take forever to clear a planet. only reason i bought them at all is i had the compus planets cleared and just needed to bomb it out of the game and was trying to speed that process up.

i'd much rather have a siege cap that has some use in ship to ship combat any day of the week. i think by the time 4+ sieges are purchased, its pretty close to the credit/supply cost of a siege cap when compared to the double duty that a siege cap does...

i'm not 100% on how much better sieges are at clearing structures, but in all honesty, normal fleets do this just fine on their own.
Reply #7 Top
Alas, siege frigates got over nerfed. The AI was (over) using them, and players couldn't take advantage of the weaknesses introduced
Reply #8 Top
Oh but, on another note, this dude above me is right about the siege caps. Still though better to get more long range frigates, but siege caps are fun; it's your call. Just don't complain when you should have gotten more functionally cost effective frigates.
End of quote


Just so I'm not being confusing about my position, I'm not advocating getting extra capital ships just to siege; just that if sieging planets quickly is a priority for you, you might consider a siege cap instead of a battleship. Truthfully, I find that the siege caps are somewhat misnamed. A better description would be 'battleship optimized for long range combat with additional special abilities for planetary assault'. But that's far too long to put on an info card, after all.
Reply #9 Top
Well, I like the idea of siege ships being very weak and taking up large amounts of supply, but they shouldn't cost nearly as much to produce. 8 siege frigates chews up 6,000 credits, large numbers of metal and crystal, and takes up 120 supply, not to mention that their build time is horribly slow. That could have been another 20-30 LRM units, which would have handily won the game for you.
Reply #10 Top
The problem with siege frigates (especially if you are tec) is that it's more useful to build a sieging cap ship (especially the marza) instead of 3 siege frigates and a single light frigate in terms of fleet capacity usage.

Lately I've been toying with twin marza's and they can take down a reinforced planet in a very ridiculously small amount of time. Now, I have actually smashed someone's home world with two marza's (level 4 and 3) while my fleet was holding off my enemies fleet at one of my border planets. Gotta love repair bays though.

But this of course is a bit overkill anyway since a single marza can rain hell down on an unreinforced world, and I'd rather have more ships and research instead of a second super expensive floating bulls eye.
Reply #11 Top
'battleship optimized for long range combat with additional special abilities for planetary assault'.
>>>>>

Specialized in long range weaponry against fortified targets?...Much like a trebuchet? Which is a ...siiiiieeegge engine?
Reply #12 Top
i'm not 100% on how much better sieges are at clearing structures, but in all honesty, normal fleets do this just fine on their own.
End of quote
Siege ships use their normal laser to take out structures. Their normal laser does junk for damage. So I'll have to say that siege ships aren't made to destroy structures at all.
Reply #13 Top
Yeah, heavy cruisers, capital ships, bombers, and to a lesser degree LRM's are the ones that you use for orbital structures.
Reply #14 Top
No. You're wrong.

Compare them to a siege cap.
Reply #15 Top
Yeah, I changed my mind. 2 seige capitals and a colony capital does a better job.
Reply #16 Top
But if you use scouts and find undefended planets, this can be a good way to distract an opponent while he attacks you. Send two or three to his planet while he attacks. It is important to note that you should not do this if you are near full fleet capacity. Otherwise, they aren't really too expensive.
Reply #17 Top
One more thing ;). Use scouts manually. Do not let them auto-explore. Who cares what is happening in the rest of the galaxy if you can't get there without leaving your planets unguarded?

Leave them in critical junctions. 2 supply, and you can see enemies approaching (or find unguarded planets).
Reply #18 Top
To kill a planet quickly enough you need at least 10 siege frigs. That's 150 supply. So the enemy will have twice your LRM and he will totally own your fleet and win the game. But you took out one tiny planet (if, and that's a big if, he didn't bother to defend). Yay!
Reply #19 Top
Yeah, I see the problem now. I now only use them to clean up a defeated enemy. And then I scuttle them. They cost 2x a normal ship for some reason. That's lame. I thought they just took up a lot of your supply. 620 credits for a light frigate that can't even attack as well as another light frigate is... rude. This is probably how I end up beating the computer.
Reply #20 Top
I may be strange, but I found these ships to work just fine against CPU's...just not for what they are designed for. If you phase in a small group of siege ships, the CPU who owns the planet instantly diverts its forces to fight them. This really helps, especially when you are about to lose a capital ship.

On another note, if you don't like them as they are, just mod the ships. This is easy, unless you are playing online...the download is small and easy to use.

This issue is bolstered by the fact that few artillery/bombardment weapons in any RTS are worth anywhere near their cost. However, SOSE is a frontline-style RTS without the ability to use terrain to protect certain ships, so this problem is extremely noticeable here.

I would also like to point out that it is extremely unwise to attack your enemy with all of your fleet and to not rebuild in the middle of the fight. You can quickly replenish your fighting forces in the middle of a battle within a few seconds while your ships are assaulting the enemy. (They are reasonable at choosing targets, so don't worry!) Leaving a few forces (I leave at least one Capital Ship and 5 frigates behind), since the enemy won't have all his/her forces in one location unless it is a pinch point of some sort. That would mean you need to same that enemy for last or get a few allies.
Reply #21 Top
Hey I agree with Cscoles in a few ways!


Having multiple smaller fleets can be necessary in many cases, and for this role Siege Frigates have a great opportunity to cleanse the unfavored :)
Reply #22 Top
No. You're wrong.Compare them to any capital ship.
End of quote
Fixed that for you!

Reply #23 Top
I don't know what it is, but I think siege vessels are very useful in large groups. I killed 2 enemy planets with 20 purge vessels and a small support force and no caps in the time it took for 2 of my cap ships to clear out a single planet (this one was a volcanic planet, not even the enemy's capital). The two the purge vessels took out were a terran home and an ice planet. This means the twenty not only destroyed both planets' health, they also phase jumped in between this. While they are high priority targets (only second to colony ships), these frigates can be extremely useful in large enough groups (20-50). I usually have the resources to do this, although this may not be the case in an online game or against unfair AI...
Reply #24 Top
I don't know what it is, but I think siege vessels are very useful in large groups. I killed 2 enemy planets with 20 purge vessels and a small support force and no caps in the time it took for 2 of my cap ships to clear out a single planet
End of quote


20 purge vessels is 300 supply. If you turned that supply into 6 Mara's you could drop a 1500 planet in a single cast of their raze planet ability. Hell, I've had two level 3 marza's take out a 1500 planet before I could move my fleet to defend from the adjoining system so six would be hilariously overkill. 6 desolators would do it better than the purge vessels as well since they could also, you know, fight your enemy fleet.

Heck, the level 6 evacuator ability does 1300 damage to a planet and gives you a pile of cash/resources. And then you could spend those supply points on heavy cruisers or something.

Reply #25 Top
Okay I think it's obvious now that this guy is just a troll.