[quote who="Cykur" reply="18" id="1909573"]Actually, I think you'll find that TEC does pretty darn good DPS / price. Advent does good DPS / fleet capacity cost. Tragically, I won't crunch the numbers on this.[/quote] Nope. The Disciple, Illuminator, and Fighter/Bomber Squadrons(via the Aeria) have better DPS/price than their TEC counterparts. The Kodiak beats the Destra here, though. All the aforementioned Advent vessels top their respective categori
PeskyFly
[quote]Advent pay more for that extra squadron. I don't have the exact numbers, I'm on the road, but just wanted to point out they aren't free. [/quote] Yes, their Hangars and Aeria Drone Hosts are more expensive and take up ~1.5x the fleet/tactical points of the others, but if I remember correctly, the net cost per squadron is less than the others. Not by too much though. So the slightly weaker but slightly cheaper Advent squads equal out with the slightly mor
[quote]"Dude - you are playing Sins with major end game fleets meeting. Expect to lose some ships"...[/quote] Right. I'd swap the 40 Assailants for the equivalent worth of Enforcers or Transporters. Those things suffer against Advent Fighters, while HCs and Fighters wouldn't fare that badly. ____________________________________________________________________________ As for the strikecraft, here's a little comparison table I made ages ago: <
[quote]And how big do you want these fighters if they have enough fuel to return to home from anywhere in a star system after completing a battle?[/quote] I ain't talking about fighters returning home. I'm talking about the cruisers. They're larger than "space fighters". About the size of #26 in the pic in the link in Reply 110. [quote]Then fighting those is simple: make them think that you are an ally. They can then be ignored while you go after the flagship(s). [/quote]
[quote]IMHO, Phase Missiles should be upgradable to 50% chace of bypassing shields.[/quote] Phase Missiles do have a 55% chance of shield penetration with full tech, when teamed with the Subverter's first ability(+25% Phase Missile penetration, -10% Shield Mitigation against one target). But the better method of Phase Missile delivery is, in 1.09, the Transporter(not the Assailant). The Fighter Squadron can deal 10.4 Phase Missile Anti-Light DPS which shreds Lon
Yeah sure, you can have a command capital ship which is manned and is used to remote control the drone operation. It'd have to be fitted with every defensive technology you have on hand though, everything from slabs of ablative armor to anti-missile suicide drones, because you don't want it dead. If your the one being attacked, you can also run the operation from the planet/moon/asteroid/starbase. But everything smaller than a few command capital ships, IMO, should be semi-autonomous
The Advent player seems to be using the Progenitor to Shield Regenerate his Destra fleet and help them live longer, while imposing Malice on your fleet and doing more damage. Once you have Transporters, their Fighters and Bombers can pretty much take over the Assailant's job of long-range Phase Missile assault, so you could maybe have 10-15 more Transporters and ~10 more Enforcers in place of those 40 Assailants. The Bombers, together with the Enforcers and the Evacuator's Nano-
So now it's time for a flashback: Manned fighters are a simply idiotic idea, so I'll leave 'em out. In fact, even larger ships could do with semi-autonomous AI control. Drone "Fighters": +Quick to build +No humans inside to ruin things(Big Plus Point) +Maneuverable(will need Thrust Vectoring) +Acceleration bonus due to low mass +Atmosphere capable(will need
[quote who="Grooveman23" reply="5" id="1904410"]But I have to give props to the Vasari. They are using 10000 year old ships, and they still kick ass. Way to go.[/quote] In that case, the TEC deserves a kudos too. Their ships use effectively 1000 year old technology, since they hadn't even had an armed conflict(apart from pirate nuisance) until the Vasari arrived 10 years ago. And yet, a ship like the Kodiak - a mining barge with a crap-load of armor and a cannon
The Superweapons should be more useful in Entrenchment, given all the defensive additions(Starbases, turret upgrades). Nuking a planet with a Novalith or neutralizing it with the Deliverance Engine might be useful if the enemy is heavily bunkered up behind all sorts of defensive structures with a fleet on hand. The Kostura could be good too, disabling and damaging the enemy Starbase and all their other defenses for 3 minutes while you tear them up with your fleet.
[quote who="CobraA1" reply="18" id="1904228"]A game != real life. Fun overrules trying to be physically accurate. I play Falcon 4.0, perhaps the most physically accurate depiction of the F-16 fighter. I spend a good part of hour flying to where I need to be, lock a target, fire long range missiles against a target too far to see with the naked eye, turn around and go home. Truth be known, it's a long period of boredom punctuated by *maybe* a minute or so of excitement if
[quote who="apricotslice" reply="19" id="1904766"] The only thing in our solar system worth fighting over is Earth, and that happens to already be inhabited. Technical issues aside, there is no reason for space fighters. What in the hell kind of factions would be separated by distances in outer space, and why in the hell would they fight each other?--It's a rhetorical question. Don't try to come up with an answer, or you'll sound like an idiot. Do you actually READ any science fi
90 Siege Frigates must be goddamn'd expensive, in both credits, resources, and fleet supply. They get torn apart by Fighters though. Fighter squadrons deal 19-22 DPS(depending on faction) each to siege boats, and carrier cruisers and hangars can pack 2 or 3 squadrons. That's serious damage raining down on those flimsy pricy trinkets that have no self-defense capability. Phase Jump Inhibitors will screw 'em if they try to run, and you can milk experience points from the dying s
[quote]there is no reason for space fighters[/quote] ... Case closed.
Good point. Taking out that Progenitor removes the Malice and Shield Recharge abilities from play, meaning your ships will suffer less damage and will be able to do more damage. It's not amazingly tough for a capital ship, and is also the slowest ship there is(along with the Space Egg) so it makes a very good focus-fire target. EMP Charge/Ion Bolt, Designate Target(Cielo's ability) and focussed fire from LRMs should be able to crack it. Again, for Vasari, the Progenitor isn't a proble
The Vasari guy shouldn't have too much of a problem. His Kanrak Assailants, Fighter Squadrons, and Bomber Squadrons can continue fighting unaffected despite the Guardian's Repulsion ability, because the Assailant has very long range and because the strikecraft are not bothered by the Guardian's ability. They don't suffer much from the shield-bubble ability either because they are all armed with Phase Missiles that have a chance(depending on tech level) to penetrate through shields, ig
[quote]C.) DR. B the british already have a working prototype of an elctromagnetic field that disintgrates anti-tank grenades[/quote] That's Electromagnetic Reactive Armor. To understand how that stuff works, you need to understand how modern shaped-charge HEAT(High-Explosive Anti-Tank) warheads work. HEAT warheads work by using a conventional explosive to convert a mass of solid metal(usually copper) into a fast-moving jet of very hot liquid that can cut through armor like a
I think new players should be given a gist of what each race is about, and allowed to choose on their own. Advent's economic specialty is in spreading culture. Their military specialty is their strong Shields and their Ability combinations. They focus on directed energy weapons like Lasers and particle Beams. Their abilities are geared towards making a synergistic self-supporting nexus that maximizes their fleet's damage output and minimizes the amount of damage it takes. Their ships,
[quote quoting="post"]From what I can tell after about WWII Naval tactics in the modern age have revolved around the carrier and air to sea assaults. So why are strike craft nerfed so much in Sins? I mean I like the honor harrington approach as much as the next guy(I know its not exact but go with it ). Strike craft should have the advantage of being able to do massive damage(bombers specifically). I mean 4 bombs took out a carrier in WWII at the battle of midway.(before they had damage contr
[quote who="Cataclysm2000" reply="9" id="1903032"]One key thing people seem to forget is that there is no atmosphere in space in which to manouver in the way many people envision when they think "space fighters". In order to manouver you need manouvering thrusters. Want to go up? You dont just pull back on the stick like an airplane. You fire thrusters in the nose down, once you reach an angle you like you fire thrusters in the nose up to stop your rotation, and finally fire your main engines
I think CapShips are just fine as they are, and don't need any buffing. See, a Kortul Devastator fresh out of the factory has 2650 Hull, 5 Armor and 1425 Shields. Adding it all up, this gives the Kortul 4737 hitpoints out of the box. It then has 12 Wave + 8 Pulse Beam + 6 Phase Missile DPS for it's front bank with 11 Pulse Beam DPS on each side, giving it a total of 48 DPS(ignoring Phase Missiles' penetration ability). On top of all this it's capable of sieging planets
Space Ponies. Enough said! ... On a more serious note, Vasari. Highly advanced but very frightened aliens fleeing from an unknown threat for the last 10000 years is a background that's both serious & mysterious, but also wryly amusing. They're specialists in FTL manipulation and nanotechnology, with warp-capable missiles as their primary weapon, which is more appealing than laser-obsessed psionic hippies out to get vengeance or industrial tycoons flying arme
[quote who="WarlokLord" reply="19" id="1901281"] Quoting FelixDrake, reply 18So you have RA work like the superweapons. You activate RA and pick a target system. The allied fleet arrives, gets it's marching orders, and ONCE it gets to the target system starts attacking. If you can not find a way to use that to your advantage, you kind of suck. It allows you, if you use it properly, to field a larger fleet than your opponent. Yes you have to pay for them and
@Bigglesworth [quote]Space warfare is ballistic warfare. We're both using rockets; my rockets are simply much, much cheaper. Also faster. And, if I want them to be, invisible. You can't make your spaceships faster, cheaper, or invisible if your lugging around a bucket full of passengers.[/quote] Well, if you try launching your missiles from a planet, or even a moon, they'll be wasting energy just to get into space. I'd suggest the use of heavily armored orbital missile pla
[quote]IF the defense force around saturn invested heavily in fighters then that would give them an advantage.[/quote] Correct. Saturn's also a pretty good strategic target, with the somewhat habitable moon of Titan, a bunch of other moons for resource mining operations and antimatter production, a good water supply from ice asteroids in the rings. It has a nice, large gravity well too and ample space for starbases and orbital habitat stations. [quote]Also on th