neutrino
Warlord
yup! i think a HP is likely to want Autorepair included in huge hulls; after all, the huges are expensive investment and must be protected.StuporMan said:Don't forget, or discount, huges with Autorepair. They are great for an early game breakout if you get a decent bomb and beam along with them (sheilds help as well). One of these huges can singlehandedly capture and hold worlds and can take down entire fleets. It is not a tactic you should ALWAYS use, but it can be quite effective in the right situations nonetheless.
when i design and build huges, i first max out on protective systems (i.e., shields, ECM, Autorepair). i then install beam weapons like Pulse Phasor (handy against fighters as it fires 3 times per round). i also install heavier beam weapons (i.e., Disruptor, Stellar Converter, the Mauler Device). that usually fills up my weapons slots #1 - #3. if i still have enough space left for #4, i then add missiles or torpedoes to provide long-range crunch power.
in the middlegame, i usually design and build the huges primarily to kill CP larges and huges w/ 'anti-fighter' equipments (i.e., Pulsars, Repulsor Beam).
i think the huges become truly fearsome in the endgame, when enough miniturisation has taken place. then, my huges are stacked w/ arrays of brutal weapons!