Matrix Games Forums

Command gets Wargame of the Year EditionDeal of the Week: Pandora SeriesPandora: Eclipse of Nashira is now availableDistant Worlds Gets another updateHell is Approaching Deal of the Week Battle Academy Battle Academy 2 Out now!Legions of Steel ready for betaBattle Academy 2 gets trailers and Steam page!Deal of the Week Germany at War
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Escorts, Frigates, Destroyers

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Escorts, Frigates, Destroyers Page: [1]
Login
Message << Older Topic   Newer Topic >>
Escorts, Frigates, Destroyers - 12/8/2011 4:42:49 AM   
sveint


Posts: 1378
Joined: 1/19/2001
Status: offline
I find smaller ships to be completely pointless. Anyone ever use small vessels once they can build size 500+?
Post #: 1
RE: Escorts, Frigates, Destroyers - 12/8/2011 4:47:28 AM   
Gelatinous Cube


Posts: 695
Joined: 10/26/2011
Status: offline
I use em all the time. I have dozens of 5-10 Frigate or 3-5 Destroyer fleets that I use with Defensive posture and Sector Range to create dozens of overlapping defensive zones. This works best when you use Gas Mining stations and other far-flung places, so you can have a nice sea of dotted blue covering everything important.

*Also, on larger maps I try to have at least 100 Escorts on Auto just zipping about doing things. They're a fantastic addition to the above strategy.

< Message edited by Gelatinous Cube -- 12/8/2011 4:50:11 AM >

(in reply to sveint)
Post #: 2
RE: Escorts, Frigates, Destroyers - 12/8/2011 4:50:04 AM   
tjhkkr


Posts: 1839
Joined: 6/3/2010
Status: offline
I find for myself that they are very useful against pirates and other minor menaces.
And I try to use them like a WWII escort in that the point of an escort is to keep the enemy busy while the convoy escapes, not necessarily to kill the attacker, although admittedly that is a bonus when you can...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Gelatinous Cube)
Post #: 3
RE: Escorts, Frigates, Destroyers - 12/8/2011 9:37:50 AM   
Canute

 

Posts: 603
Joined: 4/30/2010
From: Germany
Status: offline
quote:

ORIGINAL: sveint

I find smaller ships to be completely pointless. Anyone ever use small vessels once they can build size 500+?


That is what i am thinking too.
I never design any of these anyway so pirates don't steal my designs. Escorts freighters are pointless, they travel from safe spot to another safe spot, at at the hyperspace they can't be intercepted.

Against pirates at Mining stations i use 1 fighter bay + 3 extra shields the fighter bay can kill any of the smaller pirates and most of the pirate destroyer. Later they got some more weapons + repair bot.
That is much cheaper then tons of ships, and you dont need the fuel keep the ships running.



(in reply to sveint)
Post #: 4
RE: Escorts, Frigates, Destroyers - 12/8/2011 10:13:34 AM   
J HG T


Posts: 1091
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
I use size 100-200 escorts and frigates for patrolling duties in my empire by building loads of them and then leaving them on automation. Works very well against pirates and other smaller threats.
I reserve 250-350 for destroyers, 400-550 for cruisers and 600 and up for capitals.
It's matter of taste really as size limitations aren't enforced for ship roles.


_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Canute)
Post #: 5
RE: Escorts, Frigates, Destroyers - 12/8/2011 10:19:41 AM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
Status: offline
There is a tech/comp that allows you to interrupt hyperjumps. Though it isn`t used by AI properly (or at all - never saw any AI ships/bases using them) and it wont probably be available to pirates. However IF you create an ascort/frigate/destroyer with that component - than yes, pirates may obtain it, but probably wont be using it efficiently.

BTW it is a good idea to have pirates/AI build hideous bases with HJ disruptors somewhere on the most populated freighter routes (or just between your colonized systems to make things simpler). Could give some extra juice to escorting duties.

(in reply to Canute)
Post #: 6
RE: Escorts, Frigates, Destroyers - 12/8/2011 2:39:11 PM   
the1sean


Posts: 841
Joined: 5/11/2010
From: Texas, USA
Status: offline
quote:

ORIGINAL: Okim

There is a tech/comp that allows you to interrupt hyperjumps. Though it isn`t used by AI properly (or at all - never saw any AI ships/bases using them) and it wont probably be available to pirates. However IF you create an ascort/frigate/destroyer with that component - than yes, pirates may obtain it, but probably wont be using it efficiently.


I have seen the AI use it before, but not very often. I often equip my automated frigates or destroyers with this component and I find that the escort AI uses them pretty well to defend my shipping lanes.

quote:

ORIGINAL: Okim

BTW it is a good idea to have pirates/AI build hideous bases with HJ disruptors somewhere on the most populated freighter routes (or just between your colonized systems to make things simpler). Could give some extra juice to escorting duties.


It would be wicked awesome if pirate ships employed this technology, either on their bases or on their larger ships leading raids.


_____________________________

Check out my GAMEPLAY REDUX MOD (ROTS)

(in reply to Okim)
Post #: 7
RE: Escorts, Frigates, Destroyers - 12/8/2011 6:40:55 PM   
Erik Rutins

 

Posts: 32915
Joined: 3/28/2000
From: Vermont, USA
Status: offline
There are two techs that can affect hyperjumps. The Hyperjump denial techs will prevent ships in the area from jumping out. This can be very effective if you are winning an engagement and want to make sure your victory is decisive. Also very effective against civilian/private ships.

The second is the gravity well, which has to be on a stationary base. That will literally pull ships that are in hyperspace out of it, giving any attacking fleets a much longer sub-light attack path. Very effective as part of a layered defense. If you want to see this in effect, attack the homeworld of the Ancient Guardians (save your game first).

Regards,

- Erik

< Message edited by Erik Rutins -- 12/8/2011 6:41:24 PM >


_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to the1sean)
Post #: 8
RE: Escorts, Frigates, Destroyers - 12/9/2011 11:34:44 AM   
msnevil

 

Posts: 45
Joined: 8/10/2011
Status: offline
Strong hint: The hard coded 10 engines speed limit for frigate's and escorts has been removed.

Add a few long range weapons, a ton of engines, and thrust. Instant gun boat, missle frigate, etc.

(in reply to Erik Rutins)
Post #: 9
RE: Escorts, Frigates, Destroyers - 12/9/2011 5:49:54 PM   
Canute

 

Posts: 603
Joined: 4/30/2010
From: Germany
Status: offline

quote:

ORIGINAL: Erik Rutins

There are two techs that can affect hyperjumps. The Hyperjump denial techs will prevent ships in the area from jumping out. This can be very effective if you are winning an engagement and want to make sure your victory is decisive. Also very effective against civilian/private ships.


Now the Question can this tech catch other ships out of the hyperspeed ?


(in reply to Erik Rutins)
Post #: 10
RE: Escorts, Frigates, Destroyers - 12/9/2011 5:52:36 PM   
Gelatinous Cube


Posts: 695
Joined: 10/26/2011
Status: offline

quote:

ORIGINAL: Canute


quote:

ORIGINAL: Erik Rutins

There are two techs that can affect hyperjumps. The Hyperjump denial techs will prevent ships in the area from jumping out. This can be very effective if you are winning an engagement and want to make sure your victory is decisive. Also very effective against civilian/private ships.


Now the Question can this tech catch other ships out of the hyperspeed ?







That's the Gravity Well.

(in reply to Canute)
Post #: 11
RE: Escorts, Frigates, Destroyers - 12/9/2011 10:01:19 PM   
pdwest64

 

Posts: 32
Joined: 4/11/2010
Status: offline
I find that frigates are a good all-around ship to build for automated picket duty. Escorts tend to need a redesign to accomodate more fuel and engines so they can function further away from your bases.

(in reply to Gelatinous Cube)
Post #: 12
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Escorts, Frigates, Destroyers Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.070