123's Comprehensive GSB Guide

Discussion of the space strategy game where you design ships, issue orders to your fleet, then play hands-off battles against human or AI designed enemies.
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Re: 123's Comprehensive GSB Guide

Postby Otticon1121 » Thu Nov 04, 2010 6:38 am

123stw wrote:
Otticon1121 wrote:I have a question about the MWM.
I know that with missiles, their fire rate is finnickey because even if they're ready to fire again, they can't if their missile is still in flight..with MWM, I'm use to one almost always missing out of the pack, delaying the turret to fire another volley..
I guess I always figured that made them less useful than missiles with a single warhead because of accuracy. (Unless tracers are being used)
Do you have any rough numbers or equations for this? I'm really eager to know how much longer MWM have to wait if one or more of their warheads miss..

I will write a section specifically on the long range phase. It actually have a lot more dynamic to it. I just had to cover tank first because they can play a major role in long range wars.

I'm eager to learn more on long range, and tank as well.
:)
I look forward to the next section of your helpful guide!
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Re: 123's Comprehensive GSB Guide

Postby lkohime » Thu Nov 04, 2010 3:31 pm

123stw wrote:
michael sandy wrote:One advantage of fast missiles over MWM is that when you kill a ship, all missiles that were targetting that ship selfdestruct. This means that potentially several volleys of MWM die midflight, while fewer Fast missile volleys will be in the air at any time.

Also, you aren't as dependent on having your target painted with fast missiles, as they have a higher tracking speed.

As I said, Fast missile is better once it gets in range, so they are better vs a rush. The problem is covering the 260 range to reach a MWM spammer.

ZedF wrote:MWMs are highly vulnerable to scramblers, in comparison to fast missiles. Whether plasma or fast missiles are better once you get to their range bracket depends on how many scramblers the enemy has, but fast missiles will perform better than MWMs under even very light scrambler use.

This is dependent on how many MWM a ship has. MWM start to really overload scramblers when they have about 5 - 7 of them per ship.

Also once you put plasma spam into the equation, it really turns the battle one sided. MWM's 210 range advantage is crucial against the Plasma Spam.

I will create a section on long range which hopefully will cover all these stuff in detail.

Proper fleet placement does a LOT to mitigate that
If my enemy's bunched up in one place, you can game your formation to put them into an approach that's basically at 90 degrees to your axis of approach, increasing the time they spend in your envelope
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Re: 123's Comprehensive GSB Guide

Postby 123stw » Thu Nov 04, 2010 11:14 pm

First draft of Chapter 4: The Long range War completed
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Re: 123's Comprehensive GSB Guide

Postby Joecairo » Fri Nov 05, 2010 12:06 am

123stw wrote:First draft of Chapter 4: The Long range War completed


No love for the Alliance 123? Their 9-hardpoint Python cruiser is pretty handy when it comes to missile fights.

Alligator tanks can be reasonably effective too.
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Re: 123's Comprehensive GSB Guide

Postby 123stw » Fri Nov 05, 2010 1:15 am

Joecairo wrote:
123stw wrote:First draft of Chapter 4: The Long range War completed


No love for the Alliance 123? Their 9-hardpoint Python cruiser is pretty handy when it comes to missile fights.

Alligator tanks can be reasonably effective too.

No love for alliance......

The Python is big (230) which is a huge disadvantage in scrambler war.

The Alligator is also pretty bad as a generic tank. With only 8 power it cannot hold a engine 1, micro crew, nano-repair, and a weapon for aggro. The Shark actually makes a better tank with it's 11 initial power. Shark using 7 Ultraheavy Armor, cruiser missile, engine 2, micro crew, and nano-repair has 77.5 defense and 0.07 speed.

The biggest issue is still that the Python is bigger than the Shark, when setting target priority the easiest target gets chosen, and the Python became the "big brother" rather than the tank.
Last edited by 123stw on Fri Nov 05, 2010 5:30 am, edited 1 time in total.
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Re: 123's Comprehensive GSB Guide

Postby Joecairo » Fri Nov 05, 2010 1:40 am

123stw wrote:
Joecairo wrote:
123stw wrote:First draft of Chapter 4: The Long range War completed


No love for the Alliance 123? Their 9-hardpoint Python cruiser is pretty handy when it comes to missile fights.

Alligator tanks can be reasonably effective too.

No love for alliance......

The Python is big (230) which is a huge disadvantage in scrambler war.

The Alligator is also pretty bad as a generic tank. With only 8 power it cannot hold a engine 1, micro crew, nano-repair, and a weapon for aggro. The Shark actually makes a better tank with it's 11 initial power. Shark using 7 Ultraheavy Armor, cruiser missile, engine 2, micro crew, and nano-repair has 77.5 defense and 7 speed.

The biggest issue is still that the Python is bigger than the Shark, when setting target priority the easiest target gets chosen, and the Python became the "big brother" rather than the tank.


Agreed about the huge size issue, those Pythons look streamlined and all but they attract fire like nobody's business.

Then again, Order hulls are pretty giant too apart from the Crusader. And if you use that you have to deal with the armour penalty. But you're not getting any arguments for me: I've seen (and made) a few pretty solid Alliance missile & tank fleets, but the better Order ones out there are tougher to beat.

(Oh, and nice spot with the Shark tank - I can't believe I never noticed how much better they are)
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Re: 123's Comprehensive GSB Guide

Postby 123stw » Fri Nov 05, 2010 1:52 am

I do have a specialized Alliance fleet that can crush most long range fleet. It's not a tank/weapon, but 100% tank. I guess I will add that in.
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Re: 123's Comprehensive GSB Guide

Postby Joecairo » Fri Nov 05, 2010 2:07 am

123stw wrote:I do have a specialized Alliance fleet that can crush most long range fleet. It's not a tank/weapon, but 100% tank. I guess I will add that in.


I'm intrigued. Long range or short? I've been tinkering with a short range 50% tank 50% glass cannon fleet that does surprisingly well against a lot of challenges.
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Re: 123's Comprehensive GSB Guide

Postby 123stw » Fri Nov 05, 2010 2:23 am

Joecairo wrote:
123stw wrote:I do have a specialized Alliance fleet that can crush most long range fleet. It's not a tank/weapon, but 100% tank. I guess I will add that in.


I'm intrigued. Long range or short? I've been tinkering with a short range 50% tank 50% glass cannon fleet that does surprisingly well against a lot of challenges.

It's a long range fleet. The point is to have every ship with plasmas, 55.78 defense and repair. I also have a few of them with beam laser getting into 770 range to crush other enemy armors, and pulse lasers to deal with fighters.

So far it crushed SAC 5-19 (THC's stack Tribe MWM), SAC 5-29 (ZGeneral's Pure Plasma), and SAC 5-35 (THC's Pure Nomad Missile). So in terms of winning long range war I say it's pretty good.
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Re: 123's Comprehensive GSB Guide

Postby thc » Fri Nov 05, 2010 4:48 am

Yes and no. The ship tanking the fighter hits does not necessary need to be your anti fighter ship. You can dedicate 1 armored ship to tank all the fighter fires while your unarmored ship fires with pulse lasers/tractors. I intend to go into that as I expand the lure and tank section.


If you have a fighter lure in front, then it stands the risk of being decimated by opposing cruisers. Unless of course, your fighter lure is also a tank/cruiser lure, but tribe can't do this. Also, what happens when the laser fighters have protector/retaliate commands? It seems like lures would be ineffectual, though I'm not sure about that.
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Re: 123's Comprehensive GSB Guide

Postby 123stw » Fri Nov 05, 2010 4:52 am

thc wrote:
Yes and no. The ship tanking the fighter hits does not necessary need to be your anti fighter ship. You can dedicate 1 armored ship to tank all the fighter fires while your unarmored ship fires with pulse lasers/tractors. I intend to go into that as I expand the lure and tank section.


If you have a fighter lure in front, then it stands the risk of being decimated by opposing cruisers. Unless of course, your fighter lure is also a tank/cruiser lure, but tribe can't do this. Also, what happens when the laser fighters have protector/retaliate commands? It seems like lures would be ineffectual, though I'm not sure about that.

As long as your lure have 1 gun on the anti fighter tank, it will work.

I mentioned how you can lure fighters (but not cruisers) by setting 2 lure fighters to it with 600 escort. Fighters will any priority to fighters will automatically find the closest target (your lure fighter) and chase after it (to your fighter tank). While cruisers, with priority to fighter removed, tends to ignore them and drive toward your cruisers.
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Re: 123's Comprehensive GSB Guide

Postby 123stw » Fri Nov 05, 2010 8:43 am

Finish the first draft of Chapter 5 and 6. I wonder what I should include next.
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Re: 123's Comprehensive GSB Guide

Postby Praetors » Fri Nov 05, 2010 7:06 pm

Man this guide is Amazing, you just need someone working on the cover and tah dah, a book!
Seriously, with this, and other guides and tips in this forum, you can make a real GSB Game Guide :D
GW, i find your work really usefull, im trying some new things with it :D
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Re: 123's Comprehensive GSB Guide

Postby 123stw » Sat Nov 06, 2010 1:01 am

Thanks. I added a cover (sort of), and an intro with basic information.
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Re: 123's Comprehensive GSB Guide

Postby michael sandy » Sat Nov 06, 2010 3:19 am

So if all your tanks have ECM guns, and your hammers are on retaliate, then eventually the front row enemy tanks won't be firing, which means your hammers will be hitting the next rank ships.

But that is only a fairly short window to smash the next rank of ships. When a ship switches target because of retaliate, how long does it stay with its new target? Will it go back to its original target when the ECM effect wears off?

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