colony defence
Moderators: Moleman, Kwijibo, Luna, Major
- DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
Mine up the planet is better. save the on planet locations for the lasers.Zach wrote:Never use mines on a slideable planet. You could be wrapping the slide points more. The only time mines are useful is when there is a long narrow passage that is the only way to get to the dome, and the nearest starport is far away.
Black.Dog
- DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
just mine up the space near the friggin planet. This way, they'll need to destroy all the mines before going down there, or test their luckTux wrote:Hmm, if someone really wants the planet they will get it... but on certain layouts I should think it would cost alot more shields money to go through all the mines you need to, than to go through all the turrets.
- DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
just one thing-i placed the dome on the colonies i post defences here about: also are flaks good as nuke shileds on this layout? it worked when a person dropnuked me once, he killed a flak, and i had a maxed vulc in system-flak in 12 minutes;)
l laser
f flak
x cant put there
0 wall
w warp
00000LL00000
00000FF00000
0000XXX00000
ww
l laser
f flak
x cant put there
0 wall
w warp
00000LL00000
00000FF00000
0000XXX00000
ww
- DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
I disagree, flaks are easier to drop nuke, so after you kill the flaks the things that do damage are now even easier to kill, the lasers. They will kill all the ones they need to anyway, but if you put the flaks at front you make it easier.fc102 wrote:If you have enough lasers, go lasers. But if you have to choose where to put flaks/lasers, always put your flaks in the front row since they're less important to lose to dropnukers.
Flaks are "harder" to dropnuke from an economic standpoint: You can produce an insane 150 flaks a day from a prisonvolc and they will STILL take 2 nukes to kill. If you're attempting to suck down enemy nukes, flaks work as well as lazors and are cheaper. The fact that flakpuffs MIGHT confuse someone never hurts, but you really don't tend to die that much while dropnuking, particularly since I hear lazor lag is dead.Tux wrote:I disagree, flaks are easier to drop nuke, so after you kill the flaks the things that do damage are now even easier to kill, the lasers. They will kill all the ones they need to anyway, but if you put the flaks at front you make it easier.
Militarily, there are no really noteworthy advantages to flaks that are not entirely offset by their weaknesses, and then some. Flak warfare is purely an economic decision, you use them because you don't have, or don't want to waste, lazors defending something which is essentially nuke fodder.
There's no real way to make a planet untakeable, so a good defense essentially involves maximizing the number of nukes your opponents wil have to fire to take it. Which means you want to minimize the number of turrets that the attackers can slide, grav, or torp, so they have to burn nukes. Naturally, near pirate base worlds are incredibly hard to defend because your opponents can get unlimited nukes.
This is for limited supply of turrets though, sure you can plant a ton more flaks than lasers, but we aren't talking about that, we are talking about if you have not enough lasers to totally fill (but still 125 turrets) where you should put what... *sigh* I don't freaking care anymore, let the damn noobs figure it out on their freaking own.
BTW, doesn't matter how many you CAN build in a day. It it is maxed, it is maxed. It will be taken before you can put more down in most cases. Only a few invaders are stupid enough to leave an opportunity for redefending.
BTW, doesn't matter how many you CAN build in a day. It it is maxed, it is maxed. It will be taken before you can put more down in most cases. Only a few invaders are stupid enough to leave an opportunity for redefending.