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February 22nd, 2003, 03:04 PM
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Major
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Re: Looking for a killer strategy with Deeply Religious trait
There is really no such thing as the optimum ship for fighting with (or against) the talisman. Ship and fleet strategies also become very important.
General rules (I use) when playing religious:
- Keep all strategies to Max distance.
- Choose weapons that keep their punch at distance. WMG and some of the racial weapons is best, but APB not so bad either.
- Bigger is better. Those Talismans is expensive and heavy, so don't waste them on small ships.
Hope this helps as a start. There are a lot of great players out there who I am sure has more (and better) advise to give.
primitive
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February 22nd, 2003, 03:49 PM
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Lieutenant General
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Re: Looking for a killer strategy with Deeply Religious trait
Obviusly, you can ignore battle scanners when you have talisman.
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February 22nd, 2003, 11:10 PM
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Shrapnel Fanatic
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Re: Looking for a killer strategy with Deeply Religious trait
APBs do a lot more damage than WMGs. The only benefit of the WMG is that it gets a 30% (IIRC) bonus to hit, which does not matter with Talismans. The extended range does not really make up for the lack of punch, as that range can easily be covered by ships with solar sails and decent engine tech.
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February 22nd, 2003, 11:59 PM
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Corporal
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Re: Looking for a killer strategy with Deeply Religious trait
When using the talisman and maximum range strategies I would recommend to toggle on "don't fire on" for Seekers on us, Seekers on others, fighters�and drones. If you don't, your PDC-equipped ships will begin to "hunt" missiles, fighters and drones, i.e. moving close (max PDC range is 5) to the enemy to find targets.
Toggling on these buttons does not mean that your PDCs don't fire at these vehicles at all, they still will fire automatically when a possible target moves into range. It only prevents the "hunting" I described.
Credits still go to PvK who came up with that approach several months ago.
[ February 22, 2003, 23:19: Message edited by: Rexxx ]
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February 23rd, 2003, 02:31 AM
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Private
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Looking for a killer strategy with Deeply Religious trait
Howdy!
What kind of strategy works best for a Deeply Religious race? What kind of killer ships should I build if I have the Talisman (spesific schematics would be appreciated)? On what things should I NOT waste time on when I have the Talisman researched?
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February 23rd, 2003, 03:22 AM
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Sergeant
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Re: Looking for a killer strategy with Deeply Religious trait
I would advise using more than just APB's. Yes, their superior range combined with the Talisman is deadly, but that advantage can be limited when the enemy can get closer when they fire. In fleets, you might want to design some ships with engine destroyers. Your ships will still attempt to move out of an enemy's range, but the engine destroyers will limit the enemy's ability to close with your ships, allowing you to pick them apart from a distance that they may not be able to hit you or hit you effectively.
In addition, if your opponent is using Organic tech, killing their engines may also eliminate the ability of their armor to regenerate.
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February 23rd, 2003, 03:24 AM
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Shrapnel Fanatic
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Re: Looking for a killer strategy with Deeply Religious trait
Quote:
In addition, if your opponent is using Organic tech, killing their engines may also eliminate the ability of their armor to regenerate.
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Regeneration does not require supplies. How would a lack of engines (and therefore a probable lack of supplies) accomplish this?
I think he just meant to use APBs as the primary weapon. There is always room for secondary weapons like Ionic Dispersers, Shield Depeltors, etc.
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February 23rd, 2003, 11:53 AM
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Re: Looking for a killer strategy with Deeply Religious trait
Thanks for the replies.
If I understand correctly, I should research APBs and use them as my main weapons. What about ship hulls? Light cruiser seems to rock due to their low requirements (only 1 bridge / crew quarters / life-support). Should I build dozens of smaller ships (i.e. light cruisers) or should I move onto bigger hulls such as battleships and complement them with a few smaller ships? What about null-space weapons... are they any good?
If anyone has a link to "how-to-rule-the galaxy-with-Deeply-Religious-trait" guide I would really much appreciate it. Also, I would be interested if someone could post a couple of their killer ship designs (with a talisman on it).
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February 23rd, 2003, 01:57 PM
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Major
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Re: Looking for a killer strategy with Deeply Religious trait
As I said, there are a lot of great players out there who has more (and better) advise to give than me.
However;
The beauty of SEIV is that there are no such thing as the Ultimate shipdesign. There is a counter strategy for every type of design, the whole point is to guess what your opponent is using.
Both the Talisman and APB (12 levels) are very expensive to research. By the time you have both you should at least have Battleship. Then you can use the Heavy Mount and get a real punch. What else you put on that ship should be dictated by your opposition and what other ships you use in your fleet.
For Your particular game, maybe you should go for PPB first (If you haven't already). Personally I would never use The talisman for anything smaller than a Cruiser. My standard Cruiser with PPB would be: MasterComputer (if there are psychic players around), 6 engines, Talisman, Multiplex tracking, ECM, 2 PD, 4 PPB (Large mount) + 130 KT of the best Armor/Shields available.
I expect the next post to be from Fyron who will tell how much this design sucks.
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February 23rd, 2003, 05:19 PM
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Sergeant
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Re: Looking for a killer strategy with Deeply Religious trait
matt was asking for design plans on his ships. So definitely having a ship will all APB (particularly when you reach the highest levels) is an effective ship when mixed with the Talisman. Having engine destroyers and shield depleters are good additions, but if this ship is set on maximum range to take advantage of its best asset, these other weapons won't see any use.
My advice is that he make designs including such weapons as part of the overall fleet.
I wasn't too sure about the organic armor, but it does contain a number in the "supplies used" section. I guess that may apply for movement, like stealth armor or cloaking. I have run simulations that indicated (and yes, I know the simulator isn't the best source for this) that the regeneration was halted when the engines were destroyed. Since they were the only source for supplies, it seemed to make some sense. That's why I said "may eliminate".
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