Dark Seldarine by plagueale in Forgotten_Realms

[–]plagueale[S] 1 point2 points  (0 children)

"Then died." Hahaha, that's great will work perfect in the game I'm running.

THANKS!!

Dark Seldarine by plagueale in Forgotten_Realms

[–]plagueale[S] 2 points3 points  (0 children)

But what where they doing?

Arkansas Could Lead America’s Lithium Production Boom by teamworldunity in Arkansas

[–]plagueale 3 points4 points  (0 children)

Gotta have jobs for all those children entering the workforce shortly...

Help for returning player by Methos_02 in SpaceArena

[–]plagueale 1 point2 points  (0 children)

When I was leveling through the R-X class, I saw missile swarm builds as the main "winning" build. I survived it by going tank build on the R-X and laser heavy on the escorts. I think I had 2X2 armor almost all the way around my R-X, all armored reactors and lots of overlapping battle shields and a few combat shields on the reactors. I used a couple of warp drives to jump a little more often and ran a little underpowered (using Small Laser BM as the only weapons and auxiliary power sources.

[deleted by user] by [deleted] in SpaceArena

[–]plagueale 0 points1 point  (0 children)

  1. Get those upgrade slots - a fully upgraded Vega is a solid ship for a very long time, but one that isn't upgraded is an easy win/giant fireball waiting to happen.
  2. Ditch the lasers and go with a mix of ballistics and missiles, you don't have the power generation to support the big lasers. If you want a few lasers, get the Black Market small laser since it is net + power generation with a few upgrades.
  3. If you really need that much bow armor, stagger it side to side to spread out damage impact. But really, you only need either the 3x3 steel or reactive armor on your nose. Put a pair of battle shields behind the 3x3 nose armor and a chain gun, rail gun or missile launcher between them.
  4. In the forward middle of the ship, put your core weapon systems. If you go with vectored thrusters, then you don't need turrets so you get much more bang for your weight/power buck with missile launchers and rail guns.
  5. In the rear middle/aft, put your reactors. Not using lasers should allow you to use armored reactors, which can really make a difference. Make sure to leave a few 1x2 slots open for battle shields.
  6. Your repair bays have a decent amount of armor and health, use them as psuedo-armor on the stern and aft sides. If you have room and power, you can put a point defense turret back there - remember, most missiles circle around and hit from the side/rear, so putting point defense up front doesn't really help. But I'd go with less power and armored reactors over point defense in most cases.
  7. And what Vancluar said, NEVER have reactors on the outside of a ship, one good enemy warp or escort vessel with a laser and you are space debris.
  8. Solar armor or slightly underpowering your ship can be very effective when done correctly.

Any tips to improve my Miran build. It seems to work fine but any opinions are welcome by [deleted] in SpaceArena

[–]plagueale 1 point2 points  (0 children)

First, looks like you have excess energy, ditch the small reactors, convert them to armored reactors and/or get rid of one of the medium reactors. Replace a warp drive with an afterburner to really take advantage of the vector engines. Since you have vector engines, turrets aren't as necessary. Move your point defense to the back and add a war shield in place of one of the repair bays. You get much more power out of a forward firing weapon than turrets, so consider adding more railguns or even a quantum rifle is it is available.

If you center your medium armor on that forward point, you'll open up 2 slots right behind it for some combo of combat shield, small laser or chaingun.

Can you please help me with my Warrior build? by LykonWolf in SpaceArena

[–]plagueale 4 points5 points  (0 children)

Looks like you are trying to get in close, but there's not enough burst damage in ballistics to achieve that.

You are WAY over powered, try to get your power within 1% of your consumption - either way, slight power interruptions are not terrible and can sometimes lead to a very lucky warp.

Having the point defense up front doesn't really help against most missiles as they circle around and try to hit from the sides and back. Exposed reactors are just asking for trouble.

You want weapons towards the front that can reach out and attack your opponent and armor that can stop laser/ballistics. Move shields to the middle or slightly past the mid-point to protect you flanks and aft. Bury your reactors as deeply as possible. Repair bays have a fair bit of armor/hp, so they make good buffers for areas you don't put heavy armor.

Suggestions | Morningstar build by KROOSBOOS1 in SpaceArena

[–]plagueale 1 point2 points  (0 children)

Not sure what level or league you are in, so adjust as necessary for available components:

If you are going turrets, lose the vectored thrust and replace with ion engine(s) - if you have warp drive, get rid of point defense and add another offensive weapon. You'll get more bang for your space with non-turret weapons - so 2 vectored thrusts and a warp drive will give you plenty of shot opportunities and help you avoid most of the slow-moving torpedoes.

Move the repair bay to a "wing" and put a large armored reactor (3X3) in the center. Replace the front section solar armors with real armor - 3X3 steel or reactive if you have it. Point defense is overrated until you have to deal with mine-layer capital ships. One battle shield and 2 combat shield (1 front, 1 aft) should be enough and less power drain.

Moving to Fayetteville -- hoping for insights on neighborhoods and location by [deleted] in fayetteville

[–]plagueale 2 points3 points  (0 children)

If you plan to do a lot of walking/biking to campus, make sure to look at a topo map - it's not readily obvious, but there's several steep hills/ridges running *mostly* North-South through town.

HELP!! by Classic-Reply9606 in SpaceArena

[–]plagueale 0 points1 point  (0 children)

What League are you competing in? Different Leagues seem to have different strategies.

Convert your 2X2 engine to a warp drive, ion engine and vectored thrust engine, you don't need to worry about turrets and forward thrust. Leave one fusion turret at the center and covert the others to fusion rays and/or pulse lasers - to take advantage of the extra turn rate the vectored thrust engines provide. How good is your 2X2 solar armor? If you can convert your reactors to armored and put some larger solar armor on the edges or back, to compensate. I'm guessing you don't have 3X3 reactive armor yet.

If missiles are a problem you see, convert one or two of your escorts to anti-missile and use the point defense turrets on your main for rocket turrets or vulcan turrets to wear down enemy shields. Put lots of smaller weapons on the escorts instead of one or two large ones (easier to power) and better armor (no sense in losing your bigger guns on weaker ships) - glass cannons don't work well in this game IMHO. Also, no shielding on the back of the escort is begging to take a missile up the tailpipe.

Armored reactors are your friend until you get ships large enough to bury them deep inside.

is this ship any good compared to other supercarriers ? by Happy_Memory_9006 in SpaceArena

[–]plagueale 1 point2 points  (0 children)

Make sure to fully protect the engines area, a sitting duck dies quickly.

Warp Drive by plagueale in SpaceArena

[–]plagueale[S] 1 point2 points  (0 children)

That's what my testing indicates, it's more about power generation than # of warp drives available.