Logo Platform
logo amplifiers simplified

Missiles/Torps

Copied to clipboard!
13 years ago
May 9, 2012, 11:46:51 AM
Missiles seem to me to be great one moment, then a bit poor the next, they require quite careful planning to most effectively use
0Send private message
13 years ago
May 9, 2012, 11:39:33 AM
Missiles are the worst on suicide ships because they risk being destroyed before they launch their volley in a phase.
0Send private message
13 years ago
May 9, 2012, 11:36:11 AM
Settius wrote:
I might try fitting out some cruisers as missile boats, my latest game was Battleships and Cruisers with the odd Dread thrown it filled to the brim with Beam weapons, eats everything at range. I dislike it when I'm on a two front fight, one was Kinetic/Missiles and the other was beam weapons, made keeping track of my fleets annoying but also incredibly fun smiley: smile



It would be good if Scouts/Destroyers got avoidance/tracking bonuses against larger ships due to their speed, I'd love to be able to have larger ships start in phase 3 and smaller ships speed into Phase 2 or Melee straight away even if they die they could unload a payload.




Only thing I don't like about beams is they require that strategic resource (hexasomething?) to upgrade. IIRC the other two options seen to be resource free.
0Send private message
13 years ago
May 9, 2012, 2:56:37 AM
johndram wrote:
I tend to use ships with very heavy defense (5+modules) as my missile boats for that reason. Load up a cruiser with large amounts of missiles and focused defense against your enemy and you have a very strong fleet that can take on double it's MP without losing too much armor. Couple a couple "kill" fleets full of missile cruisers with some "scout" fleets made up of cheap destroyers and you can have a very flexible army. Just use the destroyers to see what weapons your enemy is using, retrofit your cruisers (if needed), and blast away.



With that said I'm in love with Kinetics. Sure the take a little hit at range, but once you close in they ravage enemy ships.




I might try fitting out some cruisers as missile boats, my latest game was Battleships and Cruisers with the odd Dread thrown it filled to the brim with Beam weapons, eats everything at range. I dislike it when I'm on a two front fight, one was Kinetic/Missiles and the other was beam weapons, made keeping track of my fleets annoying but also incredibly fun smiley: smile



It would be good if Scouts/Destroyers got avoidance/tracking bonuses against larger ships due to their speed, I'd love to be able to have larger ships start in phase 3 and smaller ships speed into Phase 2 or Melee straight away even if they die they could unload a payload.
0Send private message
13 years ago
May 9, 2012, 2:20:57 AM
I tend to use ships with very heavy defense (5+modules) as my missile boats for that reason. Load up a cruiser with large amounts of missiles and focused defense against your enemy and you have a very strong fleet that can take on double it's MP without losing too much armor. Couple a couple "kill" fleets full of missile cruisers with some "scout" fleets made up of cheap destroyers and you can have a very flexible army. Just use the destroyers to see what weapons your enemy is using, retrofit your cruisers (if needed), and blast away.



With that said I'm in love with Kinetics. Sure the take a little hit at range, but once you close in they ravage enemy ships.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message