Just how powerful are cap ships and turrets...

Tactical advice, How-to, Post-mortem, etc.
Adaven
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Post by Adaven »

the other problem(s) with nanning cap ships:
-Nans are only 75% - 50% as effective at repairing hvy/extra hvy hull
-Adv sup weapons (galv and dis) do 400% damage against hvy/extra hull

In short, adv fighters can overpower nans fairly quickly. That doesn't mean if you aren't in a capship you can sit and base and twiddle your thumbs, attack runs need every bit of help they can get. Just do something. Nanning is good, and even flying a fig/int can help a lot, especially if you only have lvl 1 turrets.

The other reason why caps don't fair well in big games: Thier high sig's make them much easier to spot. Give any team 5-10 minutes to organize a camp and just about any attack run will fail, regardless of your ship choice.

That's why the most effective capship is the assault ship, because it can be sneaky and can act as a teleport for bombers or other caps. So you can get in a sector and rip in caps/bombers right into the sector without giving the enemy a lot of time to prepare a defense.
factoid
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Post by factoid »

However, int mgs damge degrades at the same rate as the nans, so when you're dealing with a turtled adv exp that you just can't Hvy Bomb your way through. A capship w/ nantrain can sometimes do the job.

Vs. sup, anti capship weapons are less effective against fighters, so if you can send your ints/figs ahead to pod the defenders, then you will have a better chance of getting that capship in.

But if you're walking a capship to the target, it will be seen, and 9 times out of 10 things die to camped alephs, no matter what.

You can tp2 capships in though, that's always fun. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
IB_
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Post by IB_ »

TheVoid37 wrote:QUOTE (TheVoid37 @ Mar 27 2007, 06:35 AM) The most powerful weapon in the game is . . . . Teamwork
Fictional weapons don't count.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
SpaceJunk
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Post by SpaceJunk »

Mmh, heavy Nanites do 50% more than Nanite 2. The heavy scout pilot can fight back while the turret guy nans the capital ship, as long as they stay close.
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guitarism
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Post by guitarism »

I thought Hvy Nan turret got removed?
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Seymor
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Post by Seymor »

guitarism wrote:QUOTE (guitarism @ Mar 28 2007, 07:01 AM) I thought Hvy Nan turret got removed?
It did however it's still in the DN core file along with DEB Shields and all other disabled tech. There is no way to get the flag required to access Hvy nans.

Capships are good for bases close to alephs or bases away from alephs if you can get in uneyed. The cap won't instantly poof like a bomber and will able to kill a base quickly. Capships are also available for defense and whoring purposes.
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terrenblade
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Post by terrenblade »

Res> Camp Never forget your hev bbr escort if you cant hold one your self.

Do you get KB for resing stuff?
Mad? Oh yes, quite mad.

Vader shot the nans first.
madpeople
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Post by madpeople »

you get no kills for res, the aleph killed them, not you
Last edited by madpeople on Tue Mar 27, 2007 10:19 pm, edited 1 time in total.
Barrager
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Post by Barrager »

in late game Senarios Caps are a stradegy in there own. Devastators are by far some of the greatest Anti Ship-ships out there. 5 Adv figs would even have a hard time taking down such a beast. Sadly they are very weak offensively for there base killing capability is not much more powerful than a giant galve and the time it takes for them to kill a base ends up as there demise as new ships spawn to attack. Systematically Caps are meant to be mixed. Destroyers ATM need a serious revamping, in fact, I believe they deserve to skycap turrets or at least 2 full AC turrets, those missiles just aren't enough when it comes to fighting smaller ships. Hunter Killers though are certain death at some point take a long time to find their target and Destroyers are just sitting ducks when the figs are one them.
A devastator cost about the same amount of money, maybe a little more and can do 4 times to damage to any cap ship and small fighter. Anyways aside from Rixian Destroyers, destroyers need a revamp.
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Adaven
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Post by Adaven »

Back in Beta Devestators were quite amazing, but then skyripper got nerfed majorly.

I was thinking earlier today about bugging Noir to revive the Skyripper 2 that got axed in beta, because as much as Barr and i like them I haven't seen one used in a real game in over a year at best.
Last edited by Adaven on Wed Mar 28, 2007 1:29 am, edited 1 time in total.
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