1

(18 replies, posted in Starmada)

My DN is a DN cause the game its based on told me it was tongue.  But besides the size thing its a whole different ship.

2

(18 replies, posted in Starmada)

For me its a pretty round numbers over all.

Destroyers: 5
Frigates: 7 and 8
Light cruisers: 10
Heavy cruisers: 12
Battle cruisers: 15
Dreadnought: 20
Battleship: 20
Carrier: 10 and 20
Titan: 30

3

(9 replies, posted in Starmada)

I think the cts goes first and then gets doubled, because it doesn't actually to damage until you roll the dice again. 

Either way its not fun for who ever is getting shot.

madpax wrote:

Sure, I'm more thinking designs from universe, not really optimizing designs.

marc

A fair point, I see no issues for it fluff wise (nor really for anything currently).  I guess I'm looking for results on the table, and I don't know if having a bunch of rock/paper/scissors stlye weapon traits is something that would be fun.  I guess it would depend on what people use where you play.  For instance armored core 5 is very rock/paper/scissors and its a blast to play when your on the winning end, but reversed you get blasted 10 seconds into a match, or your weapons are useless against their defense type and its just no fun at all.

That's why I don't ever use piercing on any ife my weapons.  Why would I pay for something that I might not need that only gives me a slight advantage?  My current design philosophy is more + accurate.  If I shoot more and hit more you will fail more saves, and thus lose shield powr and so on.  Really though it works on alp the defense types, I'm hitting more so more stir is shot of, your ECM gets degraded.  Out side of fluff reasons I don't see a need for piercing or any anti armor weapon type that might show up. 

After all my TEC is very efficient, why spend thier hard earned money on toys they don't need?

It would delay, but perhaps I'm just judging my chips against my own weapons.  20 dice of acr cts fire....hurts....a lot.

Indeed, dx2, dx3, catastrophic and volitile will make people who only use armor cry.  Rather than blocking or disrupting (with shield and ECM) I have to just take it.  It works all fine and dandy against normal (and even acr) for, but once dx2 or above gets dropped in suddenly all that armor counts for nothing. 

I havnt lost a ship to it yet, but my cyclo-taurite torpedoes (exp, acr, gid, cts) have insta gibbed battleships.  Armor won't save you here, you need shields or something to mitigate the damage before you get hit, other wise that 500pt monsters gonna loose to my 200pt cruiser.

7

(9 replies, posted in Starmada)

I see armor as a the most reliable defense.  I know exactly what I paid for, and it gives an exact amount of protection.  For instance my TEC ships for the most part have 50% more armor than hull, giving the 150% more health than hull alone. 

Shields give you a chance, which as it degraded lowers your chances to survive.  With 4 shield your are 50% harder to kill, but the 50% of shots that get though will eventually force a systems check and perhaps lower your shields performance.  This mean in the end you won't get as much out of your shield when some real heavy fire comedy your way. 

Same goes with ECM, I think is 2 ECM for the 50%...but like shields they can degrade as you take fire.  However if you want to pay a bit more stealth doesn't degrade, making it s better on paper choice.

When we were testing we ran into this debate, as while my ships lacked ECM or shields thier armor made the stipidly hard to kill, while my opponents shields and ECM were worn down by my ACR weapons and fire control.

These things change when you ad stuff in like reinforced systems, where its much harder to knock out systems.

8

(12 replies, posted in Starmada)

Thats never good, always hurts to see somethin so big get blown up.  Hopefully it killed something.

9

(12 replies, posted in Starmada)

Looks like  solid choice to blow away enemy escorts, if that is indeed its purpose.  In the game i played against them i also used a DN to take them out, though mines a bit different, if eqaulish i cost ^^.  Choose it instead of my BB, as my BB had done horrible terrible things to their ships the previous game...though in the end this ship did too. 



NAME:
TEC MARZA-class Dreadnought  (405)
ARMOR    [_][_][_][_]    [_][_][_]    [_][_][_]
HULL 
                [_][_][_][_][_]
[_][_]    [_][_][_][_][_]
[_][_]    [_][_][_][_][_]
[_]
THRUST    [3][2][2][1][1]       WEAPONS    [_][1][2][3][4]
ECM    [_][_][_][_][_]    SHIELDS    [_][_][_][_][_]
Directional Defenses (FF); Fire Control

WEAPONS    ARCS                                      RANGE    ATTACK DICE            -4           -6         -8         -10
Implosion MSSL (Acr/Bls/Gid/Slw)    [FF]    8-16-24    30    21    15    11    8    5    4    3    2    1    1    1
HVY Auto Cannons (Acr)    [FF3][FP3][FS3]    3-6-9    27    19    14    10    7    5    3    2    2    1    1    1
PD Laser (Sct)    [TT]                               1-2-3             3    2    1    1    1    1    0    0    0    0    0
LGT Railgun (Acr/Bls)    [FR]                         5-10-15    10    7    5    4    3    2    1    1    1    0    0    0

10

(12 replies, posted in Starmada)

I personally havnt used it, but ive had it used against me, and yes his escorts did get shot up pretty quick.  Then again most of my fleets long range fire power is meant to hurt much larger ships, so...it was really over kill on puny escorts.  Must of though he was pretty crafty, until he found out 80% of my fleets fire power is out to 9in, by which time his escorts were slag.

11

(12 replies, posted in Starmada)

Yeah the ship with escort can be targeted.  If it couldnt then escort would be an incredibly broken ability, just think and entire fleet of escorts that cant be shot at?  That said it still seems worth it, blocking LOS to you bigger ships with something relatively cheap can really make a difference.

12

(55 replies, posted in Starmada)

Like I stated earlier there should be weapon systems that completely negate something you pay for. 

That said, something like what underlings posted could make sense, where hour armor still works, just not as well much like with piercing and shields.  The flip side is the same as piercing, should your opponent not have shields or armor that (perhaps expensive) attribute on your gun becomes useless.  This is why I don't bother with piercing, is rather bury you under weight and accuracy of my fire than use a attribute that is useless once your shields are gone. 

If all we are talking about is effiecancy, then weapon attributes that negate armor/shields/ECM become meaningless as you can just tack on more hull and get the same protection.  I keep reading meaningless a lot in this thread, but that's not the case.  It's all about how you want to make your ships.  If you want shields take them, armor? Go for it.  If you just wanna add more hull, sure that works too.  In the end it probably all going to balance out.

13

(55 replies, posted in Starmada)

Well that just confirmed my worst fears....that I can't read.  Thank for pointing that out for me, other wise I would of been banging my head against the wall tongue

14

(55 replies, posted in Starmada)

Hope I'm not to late, but I couldn't locate the calculations for directional defenses in the book, nor are they currently in the dry dock.  Not that I mind them being free, but I doubt something that gives a minus 1 shift should be free, since I have to pay for ECM and stealth.

15

(55 replies, posted in Starmada)

Marines dont cripple systems, so by having them damage both weapons and armor its easier for the rest of your ships to cripple systems, as your marines have undermined a portion of their hull.  Or at least thats how id use them.  I regret not using my specifically designed assault ship to try such a thing when we were play testing. 

As to whether or not to take armor, i like it and its something thats realistic.  As for weapons that bypass armor, does that mean you would like a +X shift on ships that have more hull?  I see where your coming from, but at the same time even PRC doesnt completely negate shields.  If you pay for something you should get some use out of it, for instance my ships dont have shields, but have a lot of armor.  I went the "I know exactly how much my ships can take" route rather that then "Im paying for a chance to stop some bullets".  Sure you can just go more hull for no difference and some extra space, but how fluffy is that? 

If ya like armor horray!
If ya dont horray!

Seems kind of a either or kind of thing.

16

(0 replies, posted in Starmada Nova)

So after underling, got me to play test with him, i figured i could base my fleet off something that i knew marginally well.  I went with the TEC (trader emergency coalition) from SINS of a solar empire, and they didnt disappoint on the table.  Heres one of my cruiser designs, its not exactly like the game, but i tried to focus on the TEC's strong points, high armor, solid med/close accurate weapons. 

TEC KODIAC-class Heavy Cuiser  (201)
ARMOR    [_][_][_][_][_]
[_]    [_][_][_][_][_]
[_]    [_][_][_][_][_]
HULL    [_][_][_][_]    [_][_][_][_]    [_][_][_][_]
THRUST    [3][2][2][1][1]       WEAPONS    [_][1][2][3][4]
ECM    [_][_][_][_][_]    SHIELDS    [_][_][_][_][_]
Directional Defenses (FF); Fire Control
WEAPONS    ARCS    RANGE    ATTACK DICE    -4         -6         -8    -10
HVY Auto Cannon (Acr)    [FX2][FF2]    3-6-9    21    15    11    7    5    4    3    2    1    1    1    0
PD Laser (Dfs)    [TT]    1-2-3      3    2    2    1    1    1    0    0    0    0    0    0

It performed well as a forward attacker, providing a solid screen for my larger (but by no means more fragile) capital ships.  While it perhaps lacks firepower/defense to engage with undamaged ships of equal cost, it is very good at finished off crippled vessals that have been pummeled by the longer range fire power of my larger ships and frigates.