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(ordered best ships, corrected LCC/SSD, Ship combinations, SSD is not overrated if you have a cloaker)
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Usually who got fighter bay 3 or less are not combat vessels.
== Overview ==
Like empire super star destroyer which is just a little bit stronger then a LCC (lizard class cruiser, if LCC got good torps)


Best variation of fighter ships are found (my humble oppinium) from Cylons/robots.
This page will discuss various tactical considerations when pitting two or more ships against each other.
Instru/automa/golem they are bad news. But they need awfull lot of Dur/Fuel.
And that why i think they are the best carrier race there is. Some player will say otherwise :)


So like you see, there is not just one unit what can kill all the rest. That why this game have lived 20 years :)
Usually ships with 3 or fewer fighter bays are not considered combat vessels. [[The Evil Empire]]'s [[Super Star Destroyer]] for instance is better used in conjunction with a beefier ship (its [[Imperial assault]] ability is much more valuable than the ship per se), and can only effectively fight ships with a few beams.  Additionally, 1- or 2-bay carriers like the [[Iron Slave Class Baseship]] are seldom built, simply because they are not powerful at all.


that why this is awsome strategy game, with diplomacy and luck.
The outcome of combat between two ships depends on the abilities of the ships involved, and the combination used. A cheap combination of ships can take out an expensive ship, and a race that trades cheap ships to kill expensive ships can often lose more ships, but win the war in the end by bleeding dry their opponent.
Most of races dont got more than few ship battleships what they need to build.
and freighters as needed.
small ones can be good scouts or money runners.
While Colonists dont need medium or smaller freighters at all cos they got Cobol.


Best ships in game:
== Most Powerful Ships ==
# Gorbie (EE, Carrier)
# Biocide (Cyborg, Carrier)
# Golem (Rob, Carrier)
# Rush (Reb, Carrier)
# Virgo (Col, Carrier)
# Automa (Rob, Carrier)/ Crystal Thunder (Cryst, Carrier)
# ANNI (Cyborg, Torp)
# NOVA (fed, Torp)
# Darkwing (bird, Torp)
# Instru (Rob, Carrier)
# Victorious (Fas, Torp)/ Diamond Flame (Cryst, Torp)
# T-Rex (Liz, Torp; with Liz crew its better then a Vict/Diamond Fl)
# Missouri(fed, Torp)


But don't underestimate ship combinations. Especially Feds, Lizards and Crystals have good ones and shouldn't build only one kind. A Diplomacy or a Missouri followed by a Kittyhawk is most of the time much stronger then 2 of the same kind. Mixing T-Rexes and Madonnzilas works better, too. And a Diamond Flame followed by a Crystal Thunder is really strong aswell.
By consensus, the most powerful ships in the game, all things considered, are the following:


# [[Gorbie Class Battlecarrier|Gorbie]] ([[The Evil Empire]], Carrier)
# [[Biocide Class Carrier|Biocide]]  ([[Cyborg]], Carrier) [[Biocide Class Carrier|Biocide]] 67.3% vs [[Virgo Class Battlestar|Virgo]] 27.3%
# [[Golem Class Baseship|Golem]] ([[Robots]], Carrier)
# [[Rush Class Heavy Carrier|Rush]] ([[Rebels]], Carrier)
# [[Virgo Class Battlestar|Virgo]] ([[Colonies]], Carrier)
# [[Automa Class Baseship|Automa]] ([[Robots]], Carrier)/ [[Crystal Thunder Class Carrier|Crystal Thunder]] ([[Crystals]], Carrier)
# [[Annihilation Class Battleship|Annihilation]] ([[Cyborg]], Torp)
# [[Nova Class Super-dreadnought|Nova]] ([[The_Solar_Federation|Feds]], Torp)
# [[Dark Wing Class Battleship|Darkwing]] ([[The_Empire_of_Birds|Birdmen]], Torp)
# [[Instrumentality Class Baseship|Instrumentality]] ([[Robots]], Carrier)
# [[Victorious Class Battleship|Victorious]] ([[Fascists]], Torp)/ [[Diamond Flame Class Battleship|Diamond Flame]] ([[Crystals]], Torp)
# [[T-Rex Class Battleship|T-Rex]] ([[Lizards]], Torp; with Liz crew is better then a Vict/Diamond Fl)
# [[Missouri Class Battleship|Missouri]] ([[The_Solar_Federation|Feds]], Torp)


http://www.cygan.com/vgap/ships.html
However, don't underestimate ship combinations. The [[The Solar Federation|Feds]], [[Lizards]] and [[Crystals]] in particular have reasonably strong, cheap ships, that while unable to go toe-to-toe against the heavy hitters can still win an economic war against the far more expensive, larger ships.  A [[Diplomacy Class Cruiser|Diplomacy]] or a [[Missouri Class Battleship|Missouri]] followed by a [[Kittyhawk Class Carrier|Kittyhawk]] is most of the time much stronger then 2 of the same kind (a [[Missouri Class Battleship|Missouri]] followed by a [[Kittyhawk Class Carrier|Kittyhawk]] with [[The Solar Federation|Scotty Bonus]] are superior to a [[Rush Class Heavy Carrier|Rush]], while you need 3-4 [[Missouri Class Battleship|Missouris]] or 3-4 [[Kittyhawk Class Carrier|Kittyhawks]] or 2 [[Nova Class Super-dreadnought|Novas]] for a similar result). If you fight with a Thor on the right and with a Kittyhawk on the left, that combination is slight superior to a Rush. Mixing [[T-Rex Class Battleship|T-Rexes]] and [[Madonnzila Class Carrier|Madonnzilas]] works better than either individually. A [[Diamond Flame Class Battleship|Diamond Flame]] followed by a [[Crystal Thunder Class Carrier|Crystal Thunder]] is really strong, aswell.


Low/mid level good ships are.. not in particual order
= Left and Right side =
ILLwind, Super Star Carrier, Lizard Class Cruiser, Emerald class, Resolute Class.
The ship with the higher battlevalue will fight from the left
Empires Super Star Cruiser is bad, if it got high beams agaist torp race.
But its tech 9 hull.


But like klingon coldpain 4 beam and 2 tube should not be ignored. Cos they come in cloak, and pillage. Same goes Birdmen ships, and they steal your fuel and beam up all money.
Battlevalue:
* if friendlycode is numerical: friendlycode
* else: 1000 + 10 (if mission is not kill) + 5 (if no Primary Enemy is set)
<br>
Carriers on the left side have a huge advantage. Ships between 140kt and 320kt get in 60% of the fights versus carriers +320kt hullmass. Following sides you should select:
* Torp ship (140-320kt) vs Carrier: Torp ship should get on the '''right''' side
* Torp ship (all others) vs Carrier: Torp ship should get on the '''left''' to deny the bonus to the carrier
* Carrier vs Carrier: '''left''' side carrier has a big advantage, even with a hull bonus mass on right side, its still superior


I think games overrated ships is EE's Super Star Destroyer, what can take planets with 10 clan.
== Notes ==
That is so hard to do, and that ship cant fight. 3 fighter bays and low mass...
 
Its perhaps end game ship, when fight is moved away. And it come and take all what is left :)
* That why this is awesome strategy game, with diplomacy and luck.
Perhaps then it show its power.
* Most races don't have more than few battleships that they need to build, and freighters as needed.
But if you have a cloaking ship/an ally with a cloaker, its quiet nice and easy to capture starbases with it.
* Small ships can be good scouts or money runners.
* While [[Colonies]] don't need medium or smaller freighters at all because they have the [[Cobol Class Research Cruiser|Cobol]].
 
See [http://vgaplanets.nu/ships The VGA Planets Nu ship list].
 
Good medium-sized ships are (in no particular order):
[[Ill Wind Class Battlecruiser]], [[Super Star Carrier]], [[Lizard Class Cruiser]], [[Emerald Class Battlecruiser]], [[Resolute Class Battlecruiser]].
The [[Empire]]'s [[Super Star Cruiser]] is bad, if it has high-level beams agaist torp race.
But it's a tech 9 hull.
 
But like the [[Fascists|Fascist]] coldpain 4 beam and 2 tube should not be ignored. Cos they come in cloak, and pillage. Same goes [[The Empire of Birds|Birdmen]] ships, and they steal your fuel and beam up all money.
 
The [[Empire|Evil Empire's]] [[Super Star Destroyer]] is widely overrated. Though it's [[Imperial assault]] ability it incredibly powerful, it is difficult to use, as the [[Super Star Destroyer|SSD]] is a relatively weak carrier with only 3 bays. Though it cannot be attacked by planets, it is easily destroyed by enemy ships, and most enemy planets worth taking will have defending ships in orbit that will destroy the [[Super Star Destroyer|SSD]].  Therefore, it is most easily used in attacking frontier planets, though they would usually be captured just as easily by a direct battle.  The [[Super Star Destroyer|SSD]] really shines toward the end of a game when most of an enemy's ships were either destroyed or occupied in space battles; an [[Empire|Evil Empire]] player could then safely move their [[Super Star Destroyer|SSD]]s into orbit for [[Imperial assault]]. It would also be possible to perform an [[Imperial assault]] early or in the middle of a game if you are allied with a cloaking race; just reach the orbit with 0 fuel. Planets can't attack a SSD and ships can't attack ships without fuel. Since force a surrender of the starbase comes before movement, you won't loose your SSD in that turn. Next turn a cloaked ship in the same orbit has to transfer fuel to the SSD, so you can start an [[Imperial assault]].

Latest revision as of 20:02, 18 June 2012

Overview

This page will discuss various tactical considerations when pitting two or more ships against each other.

Usually ships with 3 or fewer fighter bays are not considered combat vessels. The Evil Empire's Super Star Destroyer for instance is better used in conjunction with a beefier ship (its Imperial assault ability is much more valuable than the ship per se), and can only effectively fight ships with a few beams. Additionally, 1- or 2-bay carriers like the Iron Slave Class Baseship are seldom built, simply because they are not powerful at all.

The outcome of combat between two ships depends on the abilities of the ships involved, and the combination used. A cheap combination of ships can take out an expensive ship, and a race that trades cheap ships to kill expensive ships can often lose more ships, but win the war in the end by bleeding dry their opponent.

Most Powerful Ships

By consensus, the most powerful ships in the game, all things considered, are the following:

  1. Gorbie (The Evil Empire, Carrier)
  2. Biocide (Cyborg, Carrier) Biocide 67.3% vs Virgo 27.3%
  3. Golem (Robots, Carrier)
  4. Rush (Rebels, Carrier)
  5. Virgo (Colonies, Carrier)
  6. Automa (Robots, Carrier)/ Crystal Thunder (Crystals, Carrier)
  7. Annihilation (Cyborg, Torp)
  8. Nova (Feds, Torp)
  9. Darkwing (Birdmen, Torp)
  10. Instrumentality (Robots, Carrier)
  11. Victorious (Fascists, Torp)/ Diamond Flame (Crystals, Torp)
  12. T-Rex (Lizards, Torp; with Liz crew is better then a Vict/Diamond Fl)
  13. Missouri (Feds, Torp)

However, don't underestimate ship combinations. The Feds, Lizards and Crystals in particular have reasonably strong, cheap ships, that while unable to go toe-to-toe against the heavy hitters can still win an economic war against the far more expensive, larger ships. A Diplomacy or a Missouri followed by a Kittyhawk is most of the time much stronger then 2 of the same kind (a Missouri followed by a Kittyhawk with Scotty Bonus are superior to a Rush, while you need 3-4 Missouris or 3-4 Kittyhawks or 2 Novas for a similar result). If you fight with a Thor on the right and with a Kittyhawk on the left, that combination is slight superior to a Rush. Mixing T-Rexes and Madonnzilas works better than either individually. A Diamond Flame followed by a Crystal Thunder is really strong, aswell.

Left and Right side

The ship with the higher battlevalue will fight from the left

Battlevalue:

  • if friendlycode is numerical: friendlycode
  • else: 1000 + 10 (if mission is not kill) + 5 (if no Primary Enemy is set)


Carriers on the left side have a huge advantage. Ships between 140kt and 320kt get in 60% of the fights versus carriers +320kt hullmass. Following sides you should select:

  • Torp ship (140-320kt) vs Carrier: Torp ship should get on the right side
  • Torp ship (all others) vs Carrier: Torp ship should get on the left to deny the bonus to the carrier
  • Carrier vs Carrier: left side carrier has a big advantage, even with a hull bonus mass on right side, its still superior

Notes

  • That why this is awesome strategy game, with diplomacy and luck.
  • Most races don't have more than few battleships that they need to build, and freighters as needed.
  • Small ships can be good scouts or money runners.
  • While Colonies don't need medium or smaller freighters at all because they have the Cobol.

See The VGA Planets Nu ship list.

Good medium-sized ships are (in no particular order): Ill Wind Class Battlecruiser, Super Star Carrier, Lizard Class Cruiser, Emerald Class Battlecruiser, Resolute Class Battlecruiser. The Empire's Super Star Cruiser is bad, if it has high-level beams agaist torp race. But it's a tech 9 hull.

But like the Fascist coldpain 4 beam and 2 tube should not be ignored. Cos they come in cloak, and pillage. Same goes Birdmen ships, and they steal your fuel and beam up all money.

The Evil Empire's Super Star Destroyer is widely overrated. Though it's Imperial assault ability it incredibly powerful, it is difficult to use, as the SSD is a relatively weak carrier with only 3 bays. Though it cannot be attacked by planets, it is easily destroyed by enemy ships, and most enemy planets worth taking will have defending ships in orbit that will destroy the SSD. Therefore, it is most easily used in attacking frontier planets, though they would usually be captured just as easily by a direct battle. The SSD really shines toward the end of a game when most of an enemy's ships were either destroyed or occupied in space battles; an Evil Empire player could then safely move their SSDs into orbit for Imperial assault. It would also be possible to perform an Imperial assault early or in the middle of a game if you are allied with a cloaking race; just reach the orbit with 0 fuel. Planets can't attack a SSD and ships can't attack ships without fuel. Since force a surrender of the starbase comes before movement, you won't loose your SSD in that turn. Next turn a cloaked ship in the same orbit has to transfer fuel to the SSD, so you can start an Imperial assault.