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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2818308 times)

andrea

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12225 on: October 29, 2012, 03:01:49 pm »

while we are on topic of Swarm, what is the range of their weapons? I found swarm on 2 different jump chains from sol, just 2 jumps away on both. My current strategy is few big ships ( 36k tons) with tons of armor ( 20 but ever increasing) and lots of railguns.
not one, not 2 but instead all 3 of them sound like a death sentence against a swarm of meson armed enemies.
the only chance I can see is if I can outrange them- 4 fire controls for each ship should be able to kill a few before they get close enough.

the only good side is that most components have a decent HTK just due to sheer size.

RedKing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12226 on: October 29, 2012, 04:06:44 pm »

while we are on topic of Swarm, what is the range of their weapons?

I believe Soldiers have a range around 120,000km (modified by your ECM). When dealing with large swarms, the route I went was to build a laser gunboat with multiple 30-35cm lasers shrunk down by 0.75 or 0.5. Slap a bunch of those on a ship (say, 12?) with long-range, high-speed fire controls for each laser seperately. Because of the long recharge time, you don't need a very big reactor. Then put a decent ECM on it. THEN (and this part is important) make sure it has enough thrust to exceed 10000 km/s.

The drones will charge right at you. Head away from them at less than full thrust and slowly let them come into range of your lasers, but outside range of their mesons. Then you can just whittle away at their numbers for how ever long it takes. The reason I like 30-35cm lasers is that the damage is generally enough to vaporize a drone if it hits. The alternative is that you hit and cripple a bunch, leaving them motionless. Then, after you kill off the last mobile one, you reverse course and sweep your way back through all the crippled ones, finishing them off.

I had good results with a design like this, until I got greedy and tried to let them close the distance just a bit more to increase my accuracy. Turned out I had misjudged their range. When you're talking about a swarm of 70-80 drones, even a 5% chance to hit is going to get in a few lucky hits. And when those hits take out engines....yeah, you're pretty much fucked.


The alternative is to missile spam like a boss.
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varsovie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12227 on: October 29, 2012, 05:10:02 pm »

I remember the one time I defeated +60 drones with my long range MESON armed fighter. It was TEDIOUS (took like 8 hours).
My fighters had 12.000km/s max speed and a little bit more range. So I had to flee from the drone at 9950km/s until the drones get in range, the shoot (and miss often) with my 4 fighter on the drones at 10000km/s, at the end I've destroyed half of the drone and immobilized the other half. Then I had to refuel and go back to finish those sucker. I lost only one fighter because my range was so slightly superior that even with 50km/s difference and 5 second gap, I got withing drone's range and one of my fighter lost his engine.

So my suggestion to deal with those suckers, use you AMM and point defense lasers (if your ships have a minimum of shielding) in automatic fire mode, you'll save a LOT of time.
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andrea

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12228 on: October 29, 2012, 05:18:08 pm »

this being a pure railgun run ( plus CIWS, although I might decide to skip it when I get shields), I guess I am screwed. well, at least it would be a perfect chance to scrap my first generation fleet without keeping shipyard busy. When it is designed and built,  third generation, with 40cm railguns, should be able to deal with them relatively well ( very long range for a beam weapon).
Thanks for the advice!

( fighters would still be allowed I guess, but the only time I tried them I found them to take tons of time to manage. I'll definitely consider it.)

Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12229 on: October 29, 2012, 05:58:51 pm »

The benefits of fighters will always outweigh the annoyances of managing them, at least in my book.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

andrea

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12230 on: October 29, 2012, 06:10:48 pm »

unless the annoyance of fighters is bigger than the enjoyment of the game. then it might still be efficent, but it becomes pointless.
I guess it comes down to preferences and styles.

Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12231 on: October 29, 2012, 06:19:39 pm »

Swarm is a unique enemy, in that they use Mesons.  All your shields and armor count for naught, but your HTK on components does matter.  The reliable way to deal with them is Speed, Range, and ECM.  And the furthest range weapons you can manage.

If you don't have quite enough firepower, you can use marines to capture the crippled ships, and that will let you discover the exact capabilities of the enemy.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12232 on: October 29, 2012, 06:57:08 pm »

My current response to the Swarm. They want to spam meson ships at me? Well I can do that too.

Code: [Select]
Eyrie class Carrier    50,000 tons     921 Crew     9541.5 BP      TCS 1000  TH 960  EM 4500
4000 km/s     Armour 10-120     Shields 150-300     Sensors 1/1/0/0     Damage Control Rating 60     PPV 0
Maint Life 3.11 Years     MSP 7156    AFR 333%    IFR 4.6%    1YR 1108    5YR 16616    Max Repair 800 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 276   
Hangar Deck Capacity 20000 tons     Tractor Beam     

Military Large Stealth (25%) x1.00 EP Magneto-plasma Drive (5)    Power 800    Fuel Use 25%    Signature 192    Exp 10%
Fuel Capacity 5,000,000 Litres    Range 72.0 billion km   (208 days at full power)
Epsilon R300/15 Shields (50)   Total Fuel Cost  750 Litres per day

ECM 30

Strike Group
50x Hawk Fighter   Speed: 10256 km/s    Size: 7.8
2x Falcon Fighter-Scout   Speed: 10000 km/s    Size: 4

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Hawk class Fighter    390 tons     5 Crew     182.5 BP      TCS 7.8  TH 19.2  EM 0
10256 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 4.33 Years     MSP 29    AFR 12%    IFR 0.2%    1YR 2    5YR 37    Max Repair 80 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

Military Stealth (25%) x2.50 EP Magneto-plasma Drive (1)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 30,000 Litres    Range 2.9 billion km   (3 days at full power)

S-4 Meson Cannon R-150 (1)    Range 150,000km     TS: 10256 km/s     Power 6-6     RM 15    ROF 5        1 1 1 1 1 1 1 1 1 1
S-0.5 R-150 Hardened (30%) Fighter Fire Control (1)    Max Range: 150,000 km   TS: 10000 km/s     93 87 80 73 67 60 53 47 40 33
S-0.2 Magnetic Confinement Fusion Reactor (2)     Total Power Output 6    Armour 0    Exp 35%

This design is classed as a Fighter for production, combat and maintenance purposes

Code: [Select]
Falcon class Fighter-Scout    200 tons     2 Crew     204.5 BP      TCS 4  TH 9.6  EM 0
10000 km/s     Armour 1-3     Shields 0-0     Sensors 4/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 12.41 Years     MSP 64    AFR 3%    IFR 0%    1YR 1    5YR 12    Max Repair 72 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   

Military Small Stealth (25%) x2.50 EP Magneto-plasma Drive (1)    Power 40    Fuel Use 489.16%    Signature 9.599999    Exp 25%
Fuel Capacity 20,000 Litres    Range 3.7 billion km   (4 days at full power)

Hardened (30%) S-01 R-001 ASS MR-6 Ms6-0.7 (1)     GPS 36     Range 6.5m km    Resolution 1
Hardened (30%) S-01 R-016 ASS MR-25 (1)     GPS 576     Range 25.9m km    Resolution 16
Hardened (30%) Thermal Sensor TH0.3-4 (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km

This design is classed as a Fighter for production, combat and maintenance purposes

Also time to capture Swarm ships is running out, they will be disabled from being captured in 6.2 due to too many errors relating to their capturing and the fact that it's not really reasonable to board a giant oraganism.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12233 on: October 29, 2012, 07:12:17 pm »

Aw damn... not capturing swarm really takes out a lot of their capacity...  I guess fragging will become the default procedure then.  Prepare the laser batteries!

Either way, thermal suppression on fighter engines isn't worth the added cost.  They function in such close range that they're gonna get spotted by actives just as easy.

Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12234 on: October 29, 2012, 07:46:59 pm »

Yes, they will get spotted by actives... after they get switched on. NPR's regularly run around with their actives switched off to try and avoid detection by others EM sensors, and only switch them on when they detect something on their passives. As such it is possible to get into firing range and get a first shot off before the enemy knows you are there, if you creep up at low engine output.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12235 on: October 29, 2012, 07:49:41 pm »

I also fail to see the point.  Fighters don't quite have the firepower to justify a stealth strike against swarm.  There's so many swarm ships that you can't do significant damage in the first shot, I'd think.  Unless you've just got a ton of fighters.

Bremen

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12236 on: October 29, 2012, 07:56:08 pm »

I also fail to see the point.  Fighters don't quite have the firepower to justify a stealth strike against swarm.  There's so many swarm ships that you can't do significant damage in the first shot, I'd think.  Unless you've just got a ton of fighters.

His have mesons, which would make for a rather devastating first strike if he can get into beam range without being detected.
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Metalax

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12237 on: October 29, 2012, 07:56:14 pm »

Unless you've just got a ton of fighters

Yes.  We do. :P

And yes, I know it's not necessary to do a stealth strike, but it can still be a fun way of starting off a battle.

His have mesons, which would make for a rather devastating first strike if he can get into beam range without being detected.

Indeed particularly as they will be firing in groups of 25 fighters, launched off of 6 carriers. Thats 12 kills/disabled/damaged ships after the first strike, and we can do the same every 5 seconds.

Against a missile armed opponent, thats 3 rounds of firing before the first missiles can start moving towards the fighters.
« Last Edit: October 29, 2012, 08:04:23 pm by Metalax »
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varsovie

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12238 on: October 29, 2012, 08:25:04 pm »

That's why I have some forward recon FACs all around an invasion task group.Their small size and low heat output mean they don't get targeted.
« Last Edit: October 30, 2012, 12:09:38 am by varsovie »
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Gamerlord

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #12239 on: October 30, 2012, 03:40:16 am »

Hey guys, what do you think of these for early game military ships?

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I'm planning a missile version, but my missile techs pretty low at the moment.
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