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Topic: flagship bounty hunter setup (Read 3933 times)
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c0nc3pT
Zebranky food
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Posts: 4
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What do you think is the best bounty hunter/battleship setup for the flagship? I just set mine to:
4 hellbore cannons (3 in front, 1 in the back) 2 high-ef fuel tanks 2 shiva furnaces 1 dynamo unit 2 tracking sys 3 crew pods 2 point defense
is this setup pretty good, or should i make some changes? what are your best setups?
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Captain_Smith
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This is a poor battleship that was posted.
Too many hellbore cannons - they're power gulpers and inefficient to have so many.
(What I do usually) 2 Hellbore cannons (both in front) 3 dynamos 2 tracking sys 1 crew pod 1 hi-ef fuel tank (by the time you get the resources to do all this you should have the portal spawner, so any more than 110 fuel is usually a waste, especially with the Melnorme around acting as your mid-flight refueling service) 1 point defense (sometimes I drop this for another shiva furnace - this is only good in the game to keep the Ur-Quan from launching fighters at you) 6 shiva furnaces
The power output (and fire rate) on this is insane. And no doubt you figured out the two in the front will curl around and hit a target at a long enough range. This barbeques a Ur-Quan in about 2 seconds.
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« Last Edit: December 09, 2006, 04:21:31 am by Captain Smith »
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c0nc3pT
Zebranky food
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Posts: 4
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yeah, i figured my battleship was no good, i tried it out and didn't do very well. thanks, that works a lot better than my old *ahem* battleship
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Sage
*Many bubbles*
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Posts: 234
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My "Dreadnought Killer" configuration is, from front to back:
Crew Pod Hellbore Cannon Tracking System Point Defense 3 Dynamos 8 Shiva Furnaces Hi-Eff Fuel And maximum thrusters/turning.
I use this configuration primarily for "mining" Dreadnought hulls in the Kzer-Za only slice of space just beyond Betelgeuse. While the tracking is not perfect, it is good as long as you stay outside of the Dreadnought maximum firing range. And since you have Point Defense, they won't launch fighters. When using the Cannon only, energy regeneration is merely 1 point from matching energy consumption. If you swap out the Point Defense for another Shiva Furnace, you can keep firing your blaster as long as you want and it will never run out!
Known Weaknesses: Ilwrath: Cloaking renders tracking useless. Your best hope is to angle your ship and hope to hit them that way. Kohr-Ah: Unlike the Kzer-Za, I tend to take damage against the Kohr-Ah at least every other battle using this configuration. Since they yield the same amount of RU as Ur-Quan, and cause me much more trouble, I avoid them at all costs. If while using this configuration (or something similar) you find an effective tactic to totally agnigilate them, I'd be interested to learn of it.
Known Strengths: As stated above, this configuration is built to fight Kzer-Za for the sole purpose of destroying them in as short a time as possible. It also works well against almost all of your expected enemies throughout the game.
Warning: If you intend to play as the "Evil Captain" in charge of the "Empire of Zelnick", dedicated to pissing off as many aliens as possible, note that I have not tested this configuration against races you are normally expected to be friendly with. I suspect an Utwig may give this ship some problems. There may be others that I haven't figured on.
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Captain_Smith
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Kohr-Ah: Unlike the Kzer-Za, I tend to take damage against the Kohr-Ah at least every other battle using this configuration.
That's one reason I like the hellbore in the center. I aim the center one at the spinning disk and the other two go on their merry way to hit the Kohr-Ah ship. Though like you say it is a riskier proposition to go after the black Ur-Quan rather than the green. The green are sitting ducks.
I suspect an Utwig may give this ship some problems. There may be others that I haven't figured on.
It will. A quick review. I found you can really only get to reliably fight the Orz, Utwig, Yehat loyalists, and Spathi in addition to all the usual suspects (maybe Pkunk is in the list, I don't know how long you can fight them before they refuse like the Arilou and Melnorme will). The ships that are the big dangers to a flagship are the Utwig, Yehat, Ilwrath, and Druuge. The Ilwrath can be taken out with some patience, but these ship configs are everything you don't want for a Utwig and Yehat (powerful shots with a lack of control as to where they end up). The Druuge are possible, but you got a big ship trying to chase down a ship with the fast recoil, so you'll inevitably get hammered if you go against enough of them.
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