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MOO2 Klackons

Discussion in 'Other Civ-Related Games' started by Harv, Aug 24, 2012.

  1. Harv

    Harv Emperor

    Joined:
    Dec 16, 2008
    Messages:
    1,207
    We finished them! :woohoo:

    Research:
    T264 Zeon Missile
    Android Scientists stolen from the Alkari
    T265 Cybertronic Computer stolen from the Alkari
    Stealth Fields from the Trilarian for Weather Controller
    T267 Hyperspace Communications
    T268 Hard Shields
    Subspace Teleporter stolen from the Alkari
    T272 Thorium Fuel Cells
    T274 Moleculotronic Computer
    Inertial Nullifier stolen from the Alkari
    T276 Planeatary Flux Shield
    T278 Proton Torpedoes
    T280 Bio Terminator

    History:

    T262 We went with a Death Ray Battleship to finish. Hindsight says that Death Rays do not seem to kill Antaran crew and therefore the Transporters are wasted. I am sure this would have done much better against the opponents.


    T268 More Antarans arrive.


    T272 There is another indecisive Galactic Council Vote. Of course the Galactic Council does not matter.

    T274 There is a Space time Anomoly in the Kalb System. We do not need the Kalb System.


    T281 We emerge on the other side of the Dimensional Portal and attack Antares.

    We are up against one of these Harbingers....


    ...one of these Intruders


    ....and of course the Star Fortress


    Locknar's Battleship is the first to go. No Heavy Armor means he just cannot stand up to heavy fire. Of course, our Battleships do not last that much longer with Heavy Adamantium but there are at least more of them. (14 actually)

    The Harbinger is the first to go. It lasted one round. The Intruder was gone in the second round. The Star Fotress held up for a good while. Death Rays were ineffective at killing off Antarans. There was no point in raiding.


    I wonder if Autofire Phasors would have been better. Anyway the Star Fortress eventually goes.






    Here is our final score.
     
  2. scratchthepitch

    scratchthepitch King

    Joined:
    Feb 13, 2010
    Messages:
    798
    Nice job. :goodjob:

    I think it's the damper fields that Antarans use which prevent neutron blasters and death rays killing their marines.

    My favorite weapon for attacking the Antaran home is the stellar converter. One shot per Antaran ship does the trick. Nice thing about it is the Antaran reflection shields do not reflect stellar converters because they are not beam weapons in the game's programming. Need titan size to carry these weapons.

    Second favorite is battleships armed with heavy plasma with all the mods for it. I use all the hitting specials and use hard shields so the reflected back damage is much reduced.
     
  3. Honkoid

    Honkoid Honk of the hill

    Joined:
    Sep 3, 2001
    Messages:
    187
    Location:
    Germany
    Just a theoretical thought, if the reflection field is your concern (although I never care about antaran deflectors). You could use many low damage weapons and strong shields on your ships. Since the antarans use damper fields, all damage done, as low as it may be, comes through and is quartered instead of a fixed subtraction by shields which makes early weapons completely ineffective against standard shielded enemies.

    An AF heavy mass driver (3x9) would do no damage against a class X shield, but still 6 against a ship with damper field. If that damage is reflected back to your class X shield battleships it doesn't harm you at all. Unfortunately there are only five levels of miniaturization, so mass drivers don't have enough damage output per space, but there might be other weapons to consider.
     
  4. scratchthepitch

    scratchthepitch King

    Joined:
    Feb 13, 2010
    Messages:
    798
    The hard shields work well enough to keep the reflected damage down. The earlier beam weapons are not able to hit as well as the later beams, so you will find even less damage from them, or the beams missing completely. Phasors and plasma work well. Mauler does too, but costs excessive space, so you'll need more ships. I have never tried missiles, torpedoes or fighters against the homeworld ships, but they work well against raiding Antarans. The fact that the Antaran ships would get a round to fire always put me off trying them on the homeworld ships.
     
  5. Harv

    Harv Emperor

    Joined:
    Dec 16, 2008
    Messages:
    1,207
    I thought Damper Fields would be better than Class 3 Hard Shields. We love being Uncreative, right? :lol:

    It would be funny to see Class X Shields against AF SP Phasors with the Achilles Heel Targeting Device and the Structural Analyzer.

    I have guests in town for the Labor Day Weekend and am thinking about playing the Meklar next week unless somebody has a better idea. Scores are getting better so I am learning lots from the Forum.
     
  6. scratchthepitch

    scratchthepitch King

    Joined:
    Feb 13, 2010
    Messages:
    798
    C.3 shields with hard shields might be enough to keep out most of the reflection damage. I don't think I've tried it. :dunno: In regular designs, I generally prefer to use dampers because they prevent marine deaths and they use less space than regular shields so I can load up more beams on the ship. In those circumstances, I'm building offensive ships that usually don't see much return fire directed at them. But if I'm way behind in tech and it's likely my ships will get shot at, then shields, hard shields, heavy armor and reinforced hull are what I prefer using. If the AI is still stuck with the early computers, inertial stabilizer and augmented engines can make a ship nearly impossible to hit, so other defenses can be dropped, and the space used for more weapons. Being faster, you'll likely also get initiative against early computer equipped ships.

    C.10 shields with hard shields would render the sp on the phasors useless. I was never much impressed by phasors and would rush to get enveloping plasma instead.

    Enjoy your weekend. Meklar sound great for the next one.
     

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