scratchthepitch
King
- Joined
- Feb 13, 2010
- Messages
- 798
@scratch : I have seen this vid before making this thread. The biggest problem if this strat is that you need antaran ships! There is no way to get some before the turn 150.
You don't need Antaran ships, the strategy doesn't use any Antaran techs. Whatever gave you that idea?
I've been using variations this tactic for several years now, often before encountering Antaran raiders. If I'm lucky enough to be set up to go to Orion before they begin their raids.
The techs needed are:
Battle pods
Merculite missiles, plus 2 higher techs beyond in the same category to allow them to use the mirv and ECCM mods.
Emissions guidance system
Fast missile racks
Augmented engines
Being higher up the tech tree when you build these ships allows more missiles to be carried due to the miniaturization of components. Also if you have the faster ship drives, augmented engines may not be needed and that space used for a 2nd 2-shot, EMG, mirv, ECCM Merculite.
Lately I've been messing around with a mod of the game I created where tech tree, ship and weapons stats have been changed substantially, but the basic tactic described in the video still works, except it takes more ships and if tried early enough in the game might require cruisers instead of destroyers. That is because the space needed for the EMG mod merculite might be too much for a destroyer already weighed down with fast missile racks and augmented engines.
Is this a bug?
If you mean the hollow triangle noting the gas giant has an outpost, then no. That is normally how they are displayed. You can also see the the system's name is not capitalized on the main map. That shows there is only an outpost there, instead of a regular colony. I don't think I have ever seen the AI build outpost ships, so I think the outpost programing in the game is limited to player and the AI are not programed to build the ships.