Author
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Topic: Best defence against missiles
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MOCKBa |
posted 03-25-99 12:25 PM ET
In my current game I am taking heavy casualties from a continued missile bombardment from Spartans and University. In a daring raid I captured the technology needed to produce missiles, but I do not know how to create the best unit to defend against missile attakcs. Interceptors are no good it seems, but does the AAA ability affect?
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fkloster
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posted 03-25-99 12:55 PM ET
try obital defense pod. |
Plato90s
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posted 03-25-99 01:16 PM ET
I think he means conventional missles, and orbital defense pods are used to defend against Planet Busters.Regarding missle defense, you really have no choice except to beef up your anti-air defenses. Air Superiority does help, and so does AAA ability. Base facilities like Tachyon Fields and Aerospace Complex will also help. |
MOCKBa
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posted 03-25-99 01:16 PM ET
That's for PLANET BUSTERS! Those are not my problem. It is cruise missiles, with conventional payloads.-- MOCKBa |
HMFIC
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posted 03-25-99 01:49 PM ET
How can we be sure you are not a spy for Kosovo? |
evil_conquerer
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posted 03-25-99 04:32 PM ET
Take a bunch of cheap units (ex. scout patrols) and designate them as defenders. They will waste those missle attacking the scout patrols instead of your singularity stasis gravship  |
Robo
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posted 03-25-99 06:49 PM ET
Well, I had trouble using missiles against AAA Silksteel units in cities with Aerospace Complexes. Do missiles have morale? If they don't that would mean they get effectively weaker as the game progresses unless reactors improve their attack. |
jedijon
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posted 03-26-99 06:27 PM ET
Use Trained AAA defenders (highest armor available) in a city with Perimeter Defense, Tacyon Field, and Aerospace Complex. -- Training adds 12.5% effectiveness. -- AAA doubles defense against air & conventional missiles (adds 100%). -- Perimeter Defense and Tacyon Field each add another 100% (for 200% total). -- Aerospace Complex also adds 100% defense against air and missile attacks. Your defender will then have 412.5% advantage defending against conventional missiles (and aircraft). Usually, it can survive two conventional missile hits before having to repair. I havn't seen three in one turn, so I don't know if it would survive that. I've noticed that after trying once to missile one of these defenders, the AI usually dosn't try again. In MP, who knows? (Does any strategy _really_ always work in MP? ) Needless to say, these guys are useless against PB's  There also may be some added bonus by using an armor that is effective against projectiles rather than energy weapons, but I'm not sure. (On a side note, has anyone noticed if Energy/Projectile based armor makes any difference?) |
Hammer
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posted 03-26-99 07:35 PM ET
After a long struggle w/Yang raining missiles on my head in a crucial midgame recently, I too ended up with exactly the same defense as jedijon has outlined above. It works (and thank god).-=Hammer |
eNo
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posted 03-26-99 09:41 PM ET
How many missles can a faction pump out? |
micje
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posted 03-26-99 09:58 PM ET
Perimeter defense doesn't help against missiles, but you can't build tachyon field before perimeter def. Missiles get better with better reactors. Energy armor is not implemented. The only thing that matters with armor is the rating. |
Plato90s
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posted 03-27-99 09:09 PM ET
Actually, they did implement the armor types. If you read a little more carefully, you'd see what actually happened is that all weapons have been changed to energy. weapons |
MOCKBa
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posted 03-28-99 05:38 AM ET
There is already more than enough details to attend to; also to have to remember what types armour is good agaist another type of weapons would be exhausting.The aerospace complex with AAA garrisons seems to have solved my problem. And the number of missiles a faction can churn out is only limited by their support rating and the number of minerals produced in each city. |
gthomas
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posted 03-29-99 02:49 PM ET
Am currently playing a game where I've taken three Spartan cities (good sized ones, with potential drone rioting). Santiago is sending missles pretty much every turn. I am making scout units with the police (x2) special ability until I have three in each city. I always designate one of these units as primary defender. They only cost 20 energy (cheap enough to "hurry" one every turn if necessary). Once you make a few of these you will buy time to create better defense units and maybe even the facilities to successfully defend against the missles. But as an immediate, stopgap strategy it works very well. Another note: don't make your cheap police units with bombard ability (which is free at 1-1-1 settings) because later if you want to upgrade the unit for emergency measures it will only upgrade to units with the bombard ability (which gets really expensive at higher weapon/armor settings). Upgrading to a drop unit is very handy for enemy cities you have been able to empty with air power and then quickly need a unit to occupy. |
Firedude
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posted 04-03-99 12:34 PM ET
WEll, i got trouble. Ive eradicated every damn faction (except university). University is on an island, and The highest research ive went up to is like fusion power. I have planetbusters, and what seems to be the problemis that when i take over a base, he just missles me and walks right back in. Any suggestions?
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The Panther
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posted 04-03-99 07:00 PM ET
Firdude, try and send some ships outside Researchmophia (thats what I always call it where UoP lands) then bomb down the road/magtubes outside the cities you want to ocupy, that way, he should be having some problems reaching the city, before you get some decent AAA defenders. |