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May 6th, 2002, 10:58 PM
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Tactical Use of Various Weapons
Hi everyone.
Im absolutely sure there had been such a topic before, but still, people, how about to post your tactics and strategies to use the various weapons in the game?
I'd post some of mine but im quite short on time so i'll do so tomorrow.
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May 6th, 2002, 11:24 PM
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Re: Tactical Use of Various Weapons
For ships I ussually go for smaller size. All the different Cruiser types. For early game use missiles with PD or DUC with PD. Then later switch over to Meson BLasters... maybe PPB if others are not developed in shield tech enough for phased shields to be an issue in the reasonable future. After Mesons go for High Energy Weapons with Rippers mounted on Starbases with Heaviest mount for static defenses in the infrequent areas I employ them. Generally Warp Points, you haven't lived until you see a fleet warp into a few starbases with rippers on steroids for damage and more range than you can shake an APB at with one shot every round... hehe. God that's fun (probably the only reason I ever use static defenses).
I then go for elite training on all ships and fleets, maximize movement rates, centralize defensive fleet positions for maximum efficiency and response times as well as support for each during bad times. Throw in maxed ECM, Combat Sensors and require all ships to have Stealth and Scattering armor. If it is offensive generally throw in 3 or 4 solar panels or a few resupply ships that are dedicated to supplies.
My basic strategy is maximize damage in a steady delivery system or a knock em all out at once system. Meson BLasters deliver the steady stopping power while Wave Motion Guns are great for the initial all out butt stomper and shield burster while still being able to do damage if shields aren't an issue (unlike shield sappers).
Sorry for diverging away from weapons but it is really necessary for a complete discussion of weapons strategies.
I might add more later as I see what other people add in.
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May 6th, 2002, 11:28 PM
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Re: Tactical Use of Various Weapons
I'm sure everyone here uses or has used the Tractor / Ripper combo, I mean it makes too much sense not to have at least considered it...
1) Shield Regenerators + Emissive Armor: By itself this armor fooken blows. We all miss it from the SEIII days, but ah well. Stack this armor with shield re-generators, or better yet, organic or crystaline armor abilities, and any damage soaked up by the shields (or armor regen) helps to cut the remaining damage down, often enough so that it falls under Emissive's plate strength. This would be good for those with low shields, but faster recharge. Each 'first volley' during combat would have to puncture shields and then deal with the emissive. Not an overly effective strategy really, especially when against multiple attackers, coz it stresses a superiority on 1:1 combat, but can become obsolete in a 2:1 or 3:1 ratio. Emissive armor sucks, but with some careful (and hopefully balanced) modding Ive made it work like a charm. Together, the emissive and crystal ability (with crystal toned down) would rock.
2) Wormhole beams - This is a working theory, trying to make these useful. If a wormhole beam doesnt require a large shipsize (like tractor does) then it becomes a slightly more useful random element, capable of use by all ship sizes, against any ship size. A nice ranged suite of cannons or long range torpedos, followed by a quick burst or two of WP Beams could render them out of range for a turn or two... (nice to have a second WP Beam, in case the first one actually pulls them closer)... Anyone have experience with these things?
3) Ramming - everyone has speculated on the organic ramming, now has anyone put it to use? Without fooken their ship over in the process? *lol*
I cant offer much here but speculation, SEIV is good for strategy, but unfortunately, the way many weapons are, it leaves people with decent math skills looking to find the true powerhouses, and they all often arise at the same conclusion or set of conclusions. Suppose its where the tech tree and "time to research" fits into the game... balancing is no easy task, its easier to assume that its balanced fine, but the general concensus would disagree.
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May 6th, 2002, 11:46 PM
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Re: Tactical Use of Various Weapons
quote: Originally posted by Cynapse:
2) Wormhole beams - This is a working theory, trying to make these useful... Anyone have experience with these things?
I have used wormhole beams on my explorer cruisers, and I have to say that it is one of the most useful things I've seen, even though sometimes it pulls you closer than further.
Even with weaker weapons than the oponent, you can fire first, shoot the wormhole gun and he is bLasted far away and eventually it dies. Also very useful to stall ships until turn 30.
Of course there is one downside; somehow, if not used in Tactical, the Wormhole gun has a tendency to create Range check errors, And I lost a lot of games that way.
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May 6th, 2002, 11:57 PM
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Re: Tactical Use of Various Weapons
quote: Originally posted by Cynapse:
<snip>
3) Ramming - everyone has speculated on the organic ramming, now has anyone put it to use? Without fooken their ship over in the process? *lol*<snip>
Oh yes, I have put them to very good use. A light cruiser fully loaded with organic armor can do a terrible amount of damage. A group of them can destroy whole fleets of destroyers and survive. Quick to research, quick to build and even better on warp points  . It is easily countered, but very good for at least one surprise.
Rollo
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May 7th, 2002, 12:03 AM
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Re: Tactical Use of Various Weapons
Ughh, range checks?? Ouch! *lol*
Glad to hear that you are using them, sounds cool... I have racked my brain trying to 'see' a way that they are useful, but I havent really playtested it out.
And that organic ramming is sick *lol* I like how ya managed to get it on a light cruiser, something is just wicked about a small, fast craft swooping down at ya in a kamikaze mission... Only to come out alive. *LMAO* What a game.
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May 7th, 2002, 12:10 AM
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Re: Tactical Use of Various Weapons
Oh, forgot one thing. Organic ram ships are also excellent for disposing of drones. Just ram them before they ram you. You'll only get little damage, because the warhead does not go off  .
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May 7th, 2002, 12:12 AM
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Second Lieutenant
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Re: Tactical Use of Various Weapons
I tend to use DUC's until I get Meson BLaster VI's. After I get lvl 10 torpedos I start adding those in as well, usually arrange them so they fire first. Also tend to use null-space, but not exclusively, having meson bLasters or anti-proton beams as secondary weapons.
Haven't done much with missiles yet. May try something later.
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May 7th, 2002, 12:23 AM
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Re: Tactical Use of Various Weapons
Missiles remind me:
On usual games, there are those AI's and Human Players that like to use Long range Weapon platforms and Missiles. Lots and Lots of Missiles.
Although I don't make this a priority, On usual after I encounter them Missile liking races (AI examples: Norak, Krill, Terran, Toltoyan, Jreanar) I create Light Cruisers with armed with only Point Defense, and sometimes APB, PPB, or Quantum Torpedoes along with it. I arm it with the latest sensor tech has to offer also.
Makes a mean escort and patrol ship and sometimes fleet leaders in planetary offense and fleet action against missile fleets.
And to breach those Weapon platform guns, (Not Missles) I create a cruiser with the basics, all the latest missiles and get into maximum range and keep firing until they peel away. Then send in a transport or a fleet in for the kill. Can't say that it works 100% as some players are more clever than others, but it's simple and it works... Mostly
Edit: I can't spell... M... I...
[ 06 May 2002: Message edited by: TerranC ]
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May 7th, 2002, 06:05 AM
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Re: Tactical Use of Various Weapons
One weapon combination I found that works well (especially at warp points) is a base loaded with paired engine destroyers/repulsers. One quick zap'n'shove and you not only took a ship out of the fight - you also leave the enemy with useless ships they have to pay for that can't move after the fight!  ( be careful not to allow too many to build up however; they will be there at the next battle!)
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