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  #11  
Old July 26th, 2003, 10:15 AM

Taera Taera is offline
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Default Re: Crystallurgy - in general and in DevNull

what about repair & construction bases?? those are defensive?? a BSY draws ~500 mins. if you have a lot of these, a 30% reduction would help.
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  #12  
Old July 26th, 2003, 06:51 PM

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Default Re: Crystallurgy - in general and in DevNull

And use Shielded Fighters heavily in system defensive planning. The Shield adding Facility does wonders for Fighter Stacks.
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  #13  
Old July 27th, 2003, 01:00 AM
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Default Re: Crystallurgy - in general and in DevNull

Remember, the armor skipping weapons make orgainc's best defence -- the organic armor -- a complete non-issue. Forge an alliance with religious and psychic allies on that basis if organic players join.
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  #14  
Old July 27th, 2003, 08:54 PM

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Default Re: Crystallurgy - in general and in DevNull

phased weapons. that does it.
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  #15  
Old July 27th, 2003, 10:10 PM
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Default Re: Crystallurgy - in general and in DevNull

You get best crystal armor near mid game. By then you use battle cruisers and cruisers mostly. I made some testing with Crystal armor and weapons few months ago. If you put 11 crystal armor and one (phased)shield in a ship, no weapon which makes under 150 damage can harm that ship. For any ship size of battleship or smaller, you must have either Shatter beam or null space weapon to make any damage into ship using crystal armor.

I have personally destroyed 30 enemy battleships with one battleship using crystal armor. Enemy had talisman, so they hit every shot...

It would take some time to explain it and I don't bother to do that now. You can see that by yourself with battle simulator.

So it gives you considerable adwantage early on, but its effectiveness vanishes when your opponent start using baseships and Massive mount guns. Also, against other crystal race, this armor is worthless.
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  #16  
Old July 28th, 2003, 12:42 AM
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Default Re: Crystallurgy - in general and in DevNull

In Devnull Mod Crytalline tech has been beefed up a bit. IIRC the wepaons are a bit better and also you get splinter armor. It gives you very efficient ablative type armor in the early game that even fuels your shields.

And there are the crossover techs, of course. If you take a second race trait you get unique stuff like harmonic shields (very high regeneration), biocrystal armor, or chant crystals (that skip ALL shields).

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  #17  
Old July 28th, 2003, 07:26 AM

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Default Re: Crystallurgy - in general and in DevNull

chant crystal is very evil thing, ive already taken a look at the cross-techs.
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  #18  
Old July 28th, 2003, 03:02 PM

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Default Re: Crystallurgy - in general and in DevNull

Quote:
Originally posted by Taera:
phased weapons. that does it.
I wass just told, in another thread, that shield skipping weapons do not skip the shields on Fighters!

Quote:
Originally posted by oleg:
Shield point on WP and fighters are part of structure. PPB does NOT skip unit's nonphased shields. Neither does NSP.
and in a later post
See, the "blue bar" for a satellite, same as for the fighter, is a decoration. When you add a shield to the unit, its "red bar" - structure, jumps by the same amount of points as the "blue bar". Does not matter, phased or not. Same for the planet with WP.
So that's encouraging.
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  #19  
Old July 28th, 2003, 05:58 PM
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Default Re: Crystallurgy - in general and in DevNull

Quote:
Originally posted by Taera:
phased weapons. that does it.
Once you research phased shields, CA will work against PPB as well. Units' shields can not be skipped. Even by null-space weapons. Energy transmission lens is fighters best friend
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  #20  
Old July 29th, 2003, 12:50 AM
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Default Re: Crystallurgy - in general and in DevNull

The Energy Dampener is one of the most powerful weapons in the game. One hit = one disabled enemy ship, especially mounted. Unlike the Psychic Mental Flailer, it isn't blocked by Master Computers, either.

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