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Best Carrier or Cruiser???


Elric_Sloan
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quote:


Originally posted by Elric_Sloan:

Well, I am not sure, so take this with a grain of salt, but it may allow cheating in MP if you allow this to be editable.


Correct. Apart from that, modification of the game without the GBS toolkit, is not permited and will just cause more problems.

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I am, and always will be a Mk3 or 2 man...

I even made my crew paint it up to look like the BC3K 1.0 BC.

Its not the size of yer gun, its how well you use it.

If its smaller, you have less chance of quandering your resources and abilities. Anyone remember the first Enterpise? (Shatner.)

ProX

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I always like to play as a Terran Raider from Idan, with a Questar Cruiser. Sure it's not a big ship, but its one of the few capital ships you can fly like a fighter. As for taking out stations with it, once you figure out thier blind spots, it's a matter of waiting for someone else to attack (to draw the station's attention), then jump in and get to the blind spot quickly (and pray a little), then just unleash everything you've got, with a little discretion when the station gets close to SOS, so you don't blow it up. I captured Genesis that way, though apparently some AI beat me to Galcom HQ, as when I arrived it was a burned out husk. I've now built a nice little pirate base at the moon (without worrying about Galcom attacking from Earth) in my ROAM game, and that's a nice region to pick off transports in, plus the single jumpgate makes for a nice chokepoint, so it's defensible even. I like my ship, even though it has no fighters. One advantage to having a smaller ship is that it takes less time to walk around it, I believe. The transporter room is just a short jog from the bridge, so I can go on away missions at a whim. There's more to selecting a ship than its size and weapons. The position of turrets, blind spots, and layout are all different.

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quote:

Originally posted by Shadowstar:

I always like to play as a Terran Raider from Idan, with a Questar Cruiser. Sure it's not a big ship, but its one of the few capital ships you can fly like a fighter. As for taking out stations with it, once you figure out thier blind spots, it's a matter of waiting for someone else to attack (to draw the station's attention), then jump in and get to the blind spot quickly (and pray a little), then just unleash everything you've got, with a little discretion when the station gets close to SOS, so you don't blow it up. I captured Genesis that way, though apparently some AI beat me to Galcom HQ, as when I arrived it was a burned out husk. I've now built a nice little pirate base at the moon (without worrying about Galcom attacking from Earth) in my ROAM game, and that's a nice region to pick off transports in, plus the single jumpgate makes for a nice chokepoint, so it's defensible even. I like my ship, even though it has no fighters. One advantage to having a smaller ship is that it takes less time to walk around it, I believe. The transporter room is just a short jog from the bridge, so I can go on away missions at a whim. There's more to selecting a ship than its size and weapons. The position of turrets, blind spots, and layout are all different.

That sounds fun. I might have to jump in and try playing that role.

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Questar is my ship of choice, for some reason I always get killed in a firestorm. Shadowstar forgot a few features the questar... it is a small target to hit. and it has 20 marines and 4 ground vehicles for it's size. it's also got 10 turrets and 4 main guns. it has fewer systems to repair, fewer people to feed/treat. it also has quite a bit of fuel storage.

But... cargo space sucks, and the shield sucks. one missile hit drops the shields to 50. and I often have to transfer cargo to my transporter room so I can replace Shuttles.

I wouldn't trade my Questar for any carrier. the only thing I trade it in for every once in awhile is an MRT-15 with a explorer or paramedic caste.

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I actually sell off all my spare parts and use the space for cargo. Cargo space is invaluable for a raider, cuz you always prioritize plunder above everything else. I just make sure I capture a nice station nearby and base myself out of there. If my ship gets critically disabled, as long as I survive with a shuttle or two, I can get the parts I need to repair it. Also, if you remove the drone and vehicle from the shuttles, you can use them as extra cargo storage. Really nice when your ship's belly is full of fat merchant plunder. Hehehe... A pirate's life for me!

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  • 2 weeks later...

I have found that the Warmonger is quite handy if your playing the Roam Training mode added in RC7. I like it's mobility and speed, which as far as trading and training goes, is a must if you ask me. It takes almost twice as long on trade routes with the heavier CC's.

But then again, I'm still a n00b, so this may not really mean anything, .

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For cruisers I take either the Questar or the Warrior. The Questar fits the roll of 'glass dragon'; it has a mean set of teath, but it cant take the hits too well (as mentioned).

The Warrior is a hit and fade 'Hyena Raid' specialist. Fastest jump and recovery times of ANY military CC, bar none. It also has a decent armament ontop of that. Great pirate craft, as you can rest assured you'll get to those transports before they hit the jump points.

For carriers, I like the Nightstar on the heavy side, and the Firestorm for the super side. The Nightstar...just because I like its looks

And the Firestorm because it's just plain MEAN. Good main guns, excellent PTA coverage...and the real reason I love it is the HUGE ground vehicle complement. The perfect Marine carrier, for when you want to blitz the hell out of some poor sod's surface installation.

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I like the BC-Mk3 and the Megaron for Carrier-class ships. I have a killer BC-Mk3 in my BCM/G ROAM campaign, and have both a Megaron and BC-Mk3 in ROAM campaigns running in UC, and I think I'm beginning to like the larger Megaron more. When upgraded, it's one bad mother-...

SHUT YOUR MOUTH!

I'm just talking 'bout Megaron!

[ 03-24-2004, 10:42 AM: Message edited by: Cantata ]

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  • 4 weeks later...

I just bought a new computer (I retired my P3@550mhz and got a [email protected]) and picked up the game, so I'm ready to try it out.

quote:

Now, the AI is stupid though. If your heading to a gate and they sight you, they'll jump to the gate and if they get there before you they'll start coming toward you.. thats where they make the first mistake, they should WAIT for you then attack you when you get there.

In my opinion, the AI is pretty smart but you pointed out 1 of the 2 flaws in its operation.

1. The AI is smart enough for a hostile to jump to your jump point, but then it goes dumb and turns towards you while you are still in hyperspace instead of sitting at the jump point and waiting for you. By turning towards you, enough distance passes so that it cannot get back in range when you emerge from hyperspace.

I'm not sure if it is a matter of an escort vs defend order with or without the jump point designated as leader. For instance, if it were your own ship being ordered, an escort order designates the target as the "leader" and then an attack order would designate the other object as the objective. I thought, in the early days, that there was a difference between defend and escort, being that escort kept the ship close to the leader while defend let it go anywhere. You can see how the orders translate by moving the pointer over the CC icon, but I could never see where escort vs defend made a difference.

Try various command sequences, such as escort a ship (or jump gate), then attack another ship, then try the Escort Nothing, looking at the popup on the CC icon between each. Look at the values for Leader, Objective, and Order, and see how they change with different combinations of commands. The Escort Nothing order clears the leader order, but keeps the order. I sometimes do an Escort a jumpgate, then Attack Nothing, then SAD, and I wind up with a leader of the jumpgate, no objective, and an SAD order. (I'm doing this from memory, so I hope I'm not off by much)

2. The other "flaw" (which may not be a flaw, I may just have to learn to love it) is that a ship ordered to escort another ship will follow that ship to another region, but then its orders change to "target search." Presumably, what it's doing is sitting and waiting for another ship to target the leader, and then it will go after that ship. What happens, though, is if the leader jumps to a jump gate, the escort won't move until the leader jumps again to another region, which triggers the escort to jump to the gate and follow, where it will then go into "target search" mode once again.

This can put a lot of distance between the escort and the leader, since the leader could be hyperjumping to its next destination by the time the escort shows up in the region. I would prefer to see an escort ship's "target search" logic allow it to jump to a leader's jump point as soon as the leader jumps (the waw that hostiles do). If the escort arrives before the leader, then the escort can go on "target search" once again.

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Megaron all the way.

Fell in love with it in BCMG, and it is still the best all around starship in UC.

The fact it has no MK1 shuttles is the biggest down side for me because I love doing trading runs with them.

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quote:


Originally posted by Piewackit:

why the Mk1 shuttles? They are the slowest. Mk3 is the fastest of the shuttles


MK1s carry much more than MK3s....

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GhostPilot and DennyMala said it...

With HJ transit and recharge times of 15 seconds and a double payload of the other shuttles, there is no question which shuttle is superior completing trading runs, cargo pod wreckage grabs or any other long range operation suitable for a shuttlecraft.

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When you start, the Megaron givs you a great advantage over the other carriers and it's that it has 3500 shield points, equalled only by the Nightstar. Just imagine when you upgrade it...

Also, it has one of the best PTA coverage i've seen, it can shatter planetary military bases without having to turn or roll the ship and the PTAs can shoot above and below the carrier! Plus, the total is 10 turrets so expect a lot of Damage to be done.

The fighter compliment is good also, 2 zenstars and 2 starfighters. Not the Firestorm top-notch of 4 zenstars and 4 s24 ravens but it works.

Just the shielding and the PTA protection make this carrier a major advantage.

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I choose the Garid. I like the looks of it since BCMG and that agressive look has carried over to UC. I always choose the police commander career and protect trade lanes from raiders. Sometimes I put key star regions on lock-down status when infested with too much raider vermin. The armor is first class and has saved me from the games AI several times. Its slow on HJ travel time (like the real cops I guess) but does well on first strike attacks. Its a good all around trade/enforcement vessel, and thats what I like to do. Anyone else like the Garid?

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  • 2 weeks later...

I think the fact SC uses the megron... over the warmonger says something. To start off the Megron is a vary nice and manuverable ship (esspecially in UC) and yes.. Loads of upgrades.

I was usually stuck to BCmk 1 or Mk 3 before but the megron is a nice ship to fly and get used to Her fighters might not have a long life in a long stacked up fight but the fact you can manuver around and support them counts alot.

The firestorm is Huge.. turns slow.. and get hit by every missle headed after it.. But it is a challenge to fly her. Maybe later on when you have fleet command or a groups of ships to command you can have fun with a large ship like that.

My personal favorite.. as far as looks go however was the Astrom.. I LOVE it in UC.. it looks well.. (p*ssed) and ready to deal. And it looks less conventional for a big carrier type ship.. like a space saver.

To start out? I highly suggest you try it out as a marine.. walka round.. get in a atv get a handel for planet ops.. then try a fighter.. get ahold of the little guy before you got after using soemthing the size of a small island.

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