Topic: Unholy Combinations

I am interested in examining combinations of equipment or effects that are particularly nasty, or even unbalanced, and what possible counters are.

For example after losing a 415 pt BB to a 55 pt cloaking frigate with all expendables, I will probably keep a flight of fighters on CAP; or at least a few drones to smack down disposable ships in the fighter phase. ( And we may put in cargo requirements in fleets with ships with expendables, or increase the costs to .33 or .5 if the need seems to be there after a few more games.)

Noticed that an expendable ignores shields, increased damage combo is not going to be pleasant to get tickled with.

LR Sensors and Stealth.  Nuf said.

-Please note, I play with friends, and we will "abuse" the system (and each other), and then make our house rules to close the loopholes. I'd love to see what experienced players use for house rules.

Re: Unholy Combinations

GhengisRexx wrote:

I'd love to see what experienced players use for house rules.

Well, its not really a house rule but in my group we don't use expendable weapons. They are an optional rule anyway so after seeing how they can be easily abused, we just don't use 'em.

Re: Unholy Combinations

My friends in South Florida & I have encountered many nasty combinations of weapon abilities in games of Starmada"X" that we have played.  And if you add these leathal combinations to Expendables, and you have overly devastating combinations.  This problem caused us to retreat from Starmada"X" back to the 'Compendium version of the game for a while.  I have mentioned this in other posts.  I must confess that I was the one who made most of the wicked expendable combinations that made us change...  :shock:

     However, we miss the many improvements that Starmada"X" made over the 'compendium, and we are going to go back to the "X" game with a few restrictions.    :idea:

First Restriction: No Expendables!!!  Even tho  I like them, they seem overly powerful for their low cost. 
(A full battery of Expendable "Terrier Missiles", that are:  Range=18,  3+ to hit,  3/1/1,  will make your ship virtually fighter-proof.)    8)
I have details on these in other posts.

Second Restriction:   No weapon can have more that one weapon ability.  This eliminates the problem of a trio of abilities that are overly powerful for their cost.  In many ways, using these restrictions will give us
{the best of Starmada"X" + best of the Starmada Compendium}
     
     If there are other restrictions that I have forgotten, hopefully Gaming Glenn can post them.  I look forward to the games we will play when I am in Southern Florida June 2nd to c14th.   big_smile

Steven Gilchrist; Jacksonville, Fla, USA

Re: Unholy Combinations

Hmmm,
I am visiting my inlaws in Delray beach around that same time.  Ill have to check my schedule.  It might be good to get away for destruction. hehe.

Re: Unholy Combinations

I don't tend to use expendables, as a rule. I like the ability to keep hitting an enemy with Heavy RF Kinetic Hammers...:D

Oh, you don't know what that is? I'll tell you:

R: 12, TH: 4+, 3/2/1, Extra Hull Damage, Re-Rolls PEN. I like this weapon very very much. But I like this weapon even better:

RF Kinetic Slammer: R: 15, TH: 4+, 3/3/1, Extra Hull Damage, Re-Rolls PEN. Nothing says you're screwed more than a couple of these on a hull which also has several other weapons...:)

Re: Unholy Combinations

GhengisRexx wrote:

I am interested in examining combinations of equipment or effects that are particularly nasty, or even unbalanced, and what possible counters are.

Try Long-Range Sensors on a ship with Stealth Generator.  :wink:

Re: Unholy Combinations

Taltos wrote:

Try Long-Range Sensors on a ship with Stealth Generator.  :wink:

I just do not see Stealth Generators and Long-Range Sensors as an unbalanced combo. Powerful yes, unbalanced no. If your opponent consistently uses this combo, simply save the 15% mass he will spend on the two for extra speed. Now you will control the range. Bring several smaller, faster ships and you can swarm him under. Even if he goes for small fast ships, that 15% wasted on Stealth and LRS is going to allow you a speed advantage. At the extreme, on say a size 1 ship you can pack in up to 5 extra engines for the mass of Stealth and LRS. Even on the larger hull sizes you will get an extra point or two of speed.

Re: Unholy Combinations

Good luck with that. it's been tried. albeit the new LRS/SG combo is much less powerful than before.

Fighters fighters fighters.