Master of Orion II questions

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Eleas
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Post by Eleas »

lukexcom wrote:Frankly I don't know what all the rage is with all of those strange combos...once you crank up your production with 12-18 maxed out colonies, you can mass-produce doom stars with 3 stellar converters every 16-18 turns or so, and back them up with Titans with the strongest beams every 8-10 turns. Not to mention that you slap in the Time-Warp Facilitators on all, +50 beam dmg for the Titans, and maybe +50% shield strenght, and you're unstoppable. And build the occasional light ship with a gravity well generator, to keep your enemies from escaping slaughter.
Doom stars with 3 stellar converters? Weak. The equivalent mass in plasma cannon will be far more damaging. Instead of wiping out three ships a turn, it will slaughter fleets.
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lukexcom
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Post by lukexcom »

Eleas wrote:Doom stars with 3 stellar converters? Weak. The equivalent mass in plasma cannon will be far more damaging. Instead of wiping out three ships a turn, it will slaughter fleets.
Huh, I never bothered checking that with Moo2. Moo3, on the other hand, I'm doing such damage per second and per space occupied comparisons all the time, calculating the efficiency values in a table on a TI-83 and such.
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Post by Thunderfire »

Eleas wrote:
Sorry... Transporters + Neutron gun? Sounds kinda very weak. Compare that to Plasma cannon, which in later stages reach unholy levels of miniaturization and carnageability.
Neutron Guns kill crew. The goal is to capture and not destroy the enemy ship.
Transporters are the same technology as faster engines. A Transporter + Neutron
Gun ship with augmented engines will capture its opponent before the opponent
has a chance to fire back. A captured ship can be scraped for resources and
technology.
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Post by Thunderfire »

lukexcom wrote:Frankly I don't know what all the rage is with all of those strange combos...once you crank up your production with 12-18 maxed out colonies, you can mass-produce doom stars with 3 stellar converters every 16-18 turns or so

Hmm producing a doomstar every 2-3 round isn't that hard if you have a
Confederation or Galactic Unification Government with many production boni.
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Post by JodoForce »

Eleas: the current patch for MOO2 weakens the plasma cannon a lot. Basically the programmers did the maths and said, 'no low-tech weapon deserves to do that much damage!'

On another note, I can fit a Stellar Converter on a Battleship and about 10 on a Doom Star at the end of the game :P
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Post by Thunderfire »

JodoForce wrote:Eleas: the current patch for MOO2 weakens the plasma cannon a lot. Basically the programmers did the maths and said, 'no low-tech weapon deserves to do that much damage!'

On another note, I can fit a Stellar Converter on a Battleship and about 10 on a Doom Star at the end of the game :P
They still do alot of damage in MOO2 1.3.1 . I can mount 396 plasma guns on
a end game doomstar. Maulers and Distruptors also do alot of damage.
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Post by JodoForce »

Yes they do, but maulers and plasmas have severe range limitation, which will get you down if you are trying to down a 4-rows deep fleet in one turn :P

Besides, the leftover room after mounting the last Stellar Converter is usually enough to mount close to 100 guns already :P

I used a combination of SC DS's and beam weapon battleships and titans. The latter engaged small and closer targets while the DS's engaged enemy DS's and long range targets. But by the time I get to mount SCs on battleships my fleet usually has enough guns to burn down every last enemy ship in one turn using SCs :lol:
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Post by Eleas »

Thunderfire wrote: Neutron Guns kill crew. The goal is to capture and not destroy the enemy ship.
Transporters are the same technology as faster engines. A Transporter + Neutron
Gun ship with augmented engines will capture its opponent before the opponent
has a chance to fire back. A captured ship can be scraped for resources and
technology.
I get your idea, just don't think it's worth it. My titans take out ten times their numbers per turn, and scrapping yields comparatively little resources.
JodoForce wrote:Tthe current patch for MOO2 weakens the plasma cannon a lot. Basically the programmers did the maths and said, 'no low-tech weapon deserves to do that much damage!'
The greatest idiocy was the Antaran weapons, which couldn't even be miniaturized, thus making them inferior to all other armaments. And if you got them, all your fixed defense systems automatically upgraded with them. End result; simply having the tech meant a severely weakened empire.
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Post by Thunderfire »

Eleas wrote:
I get your idea, just don't think it's worth it. My titans take out ten times their numbers per turn, and scrapping yields comparatively little resources.
Transporters are mid game technology. Someone making a run for them will
have a very serious advantage when his enemy lacks the neccessary counters
to beat it. Scrapped ships gives you some technilogy if you haven't researched
one of the ships components.
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