Allow Shipyard (20+ Players)?

Tactical advice, How-to, Post-mortem, etc.
Nanaki
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Joined: Tue Apr 08, 2008 1:32 am

Post by Nanaki »

I have noticed while comming that there is a technology that has this as a description...

QUOTE Allow Shipyard (20+ Players) enables Gar: Upg Carrier, Sup: FigBmb, XRM/XRP, Crs/Hvy Boost; Exp: Retro Boost; Tac: SRM NG Bmb; Ph: Van, AtkDrn.[/quote]

Now, I have asked about weither it could enable shipyards mid-game should the game get 20+ players, and some people have told me that it does not, and some people have told me that it does. However, I am not quite sure who is correct and I doubt I would be able to test this. If anyone can explain this to me, it would be really helpful.
Camaro
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Post by Camaro »

No you cant. Not in middle of game
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Drizzo
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Post by Drizzo »

Due to the extensive tech that it enables, SY is really only recommended for games with 20+ players. (AKA 10 v 10 and more)

It's just a short description as to what exactly is enabled.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
Camaro
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Post by Camaro »

SY is sorta overpowered at 10v10. Unless you have a good team, its very likely it will roll over you.

SY in games up to 20v20 is Fairly decent, although a well organized team will have no problems killing it.

SY in game over 20v20 requires far too much money to actually be of any use, cap ships are easially destroyed at this point, requiring huge nan trains and EXCEPTIONALLY good turrets to stay alive. Multiple cap ships are normally required for effective firepower.

SY vs Sup is damn near useless. Sup is capable of destroying cap ships VERY fast.

If the enemy is Exp, and they still haven't made it to hvy ints, then you stand a very good chance of being able to pull off a SY rush.
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zecro
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Post by zecro »

Also! Note: FigBmb, XRM/XRP

Sup is the only tech that gets pimped by shipyard on.

Never seen nerve gas used and retro boost is not very useful.

On that topic, why is nerve gas never used? Does it cost money and is not worth it or is it to difficult?
ogorass
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Post by ogorass »

NG SB costs 1000 (?) and is damn hard to pull off in PU game as quite a lot of coordination is needed for it to succeed (some other ship has to down the station's shields for the NG to work). At that point there is usually tons of D out, that kills the NG SB before the missile is off. It's sort of like using a weakass regular troop transport with a bomber.
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Camaro
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Post by Camaro »

NG SBs are ahrd to use, ive only seen it pulled off successfully 2 times.

NG Cruisers, however, are really easy
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Adept
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Post by Adept »

zecro wrote:QUOTE (zecro @ Apr 8 2008, 09:36 AM) Never seen nerve gas used and retro boost is not very useful.
Retro booster is a cherry! /cool.gif" style="vertical-align:middle" emoid=":cool:" border="0" alt="cool.gif" />

I'd just hope some oomph would be added to retro boosters, but even as they are, I'll pick them up and be very reluctant to switch bases (If I was in a scout).
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<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
CronoDroid
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Post by CronoDroid »

I would say NG SBs are much easier to pull off than HTTs, you never actually have to dock at the base, and only need like two other SBs. Like HTTs, don't give them to noobs. Everytime I've seen it bought it has worked, which is not very many times. (Besides this time when a voob drove it and didn't realise it needs forward momentum)
zecro
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Post by zecro »

About retro boost, I just meant your interceptor is more or less useless in the forward direction unless you switch boosters (and waste a cargo slot). However, if you are pro, you might be able to fly backwards. This is worth looking into...

Also, I didn't know NG needed forward momentum /ninja.gif" style="vertical-align:middle" emoid=":ninja:" border="0" alt="ninja.gif" />

Now I do!
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