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RE: Post your optimal base/ship design tips and why!?!

 
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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 1:20:58 PM   
Sithuk

 

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Joined: 12/17/2010
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Any opinions on putting shorter ranged weapons on bases? Are ranged weapons like torps/missiles/fighters always better?

(in reply to Unforeseen)
Post #: 91
RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 1:31:58 PM   
Bingeling

 

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If you have no long range option, you risk it being destroyed without being able to fire back.

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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 2:23:44 PM   
Sithuk

 

Posts: 425
Joined: 12/17/2010
Status: online
Any idea why the base game designs, and most of the game mods, put short range weapons In the design templates for bases?

Is it because some races have short range weapons as a racial pref? Their research is therefore scripted for a short range weapons tech like beams. The base design templates then have to match the race weapon pref otherwise low tech ranged weapons could be selected over higher tech short ranged weapons?

Is there a way have the auto designer make a smarter weapon choice for base weapons?

(in reply to Bingeling)
Post #: 93
RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 2:51:34 PM   
Bingeling

 

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I believe they are just set up to use "their weapon" everywhere. The auto designer does what is said in the design templates. If it say 3 torpedoes, it is 3 torpedoes. Unless they are not researched, or the AI has to shrink the design to fit.

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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 11:11:17 PM   
pumkinfacer22

 

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set the basses with 50 missles and Derasian? shockwaves.. probably 20 terminator autocannons or pointdefense for the carriers fighters that may attack you too.

forget any blasters on basses.

you can substitute for torpedos, but missles are the sure way to keep the ranged situation at bay..



< Message edited by pumkinfacer22 -- 1/11/2017 11:12:58 PM >

(in reply to Bingeling)
Post #: 95
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