Battlecarriers/Battleshipyards.

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Do you like those units?

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Re: Battlecarriers/Battleshipyards.

Post by barabas666 on Fri Sep 20, 2013 5:46 am

I suppose we gotta cater for every1's style of play, I tend 2 use carriers as a fighter producion and repair station. I tend not 2 use frigs later in the game as its all about caps 4 me, with such powerful anti fighter weaponry on bc/bb for the higs at least ( I still believe that the vaygr anti fighter weaponry on the cap ships is far 2 weak). Good point though space kookie, never thought of it that way.;-)

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Re: Battlecarriers/Battleshipyards.

Post by ALC on Fri Sep 20, 2013 6:23 am

Roles for carriers.

All classes can build probes.

CVL — Light carrier. Early game raiding and power projection. Ship is fine as it is imo.

CVR — Standard Vanilla Carrier. Resource ops. ship is fine as it is. It is a production ship.

CVB — Battle carrier. This ship should be developed as an escort ship, assault ship (can capture ships with marine frigates). It should be able to carry frigates, (maybe build marine frigates?). No resource drop off points. Can build RU collectors to repair ships. Can build only fighters and corvettes.
I suggest this role for the battlecarrier because it would be useful in such a role.

CVF — Fleet carrier. A large effective battleship-sized warship (as discussed elsewhere) that can build only fighters and corvettes, and can carry 90 small craft/squadrons (probes, collectors, fighters, corvettes, mobile refineries etc). No resource capability.

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Re: Battlecarriers/Battleshipyards.

Post by Niarro on Fri Sep 20, 2013 6:45 am

Barabas: You don't use vaygr caps vs fighters. They're the massive knock-out punch you need to plow through or pick apart the enemy, and they do that VERY well. They already basically shrug off fighters (Dreadnaughts do, at least) so putting anti-fighter weaponry on them would be really harsh, lol

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Re: Battlecarriers/Battleshipyards.

Post by barabas666 on Fri Sep 20, 2013 6:51 am

Niarro wrote:Barabas: You don't use vaygr caps vs fighters. They're the massive knock-out punch you need to plow through or pick apart the enemy, and they do that VERY well. They already basically shrug off fighters (Dreadnaughts do, at least) so putting anti-fighter weaponry on them would be really harsh, lol
you have a point but in the games i have played using fighters against vaygr cap ships i have found that it is not difficult to take a vaygr bb for example using shirys. Even simpler is to take out the engines, hyper in a hig bc from behind and job done, especially if it is later in the game where the bc get a shield against the vargr bb's missile attacks. im just throwing my opinion out there not sayin am right all the while

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Re: Battlecarriers/Battleshipyards.

Post by Niarro on Fri Sep 20, 2013 6:59 am

Sure, but how much anti-fighter cover did those BBs have? And under what version did you use these shirys? Up until 8.61 I think they were hideously overpowered, and even now they're still questionable.

Giving fighters a late game role to play, such as picking apart a larger ship that's alone without cover is a perfect example of such a role.

The example you give of taking out the engines and jumping in something behind it is a tactic that should work, too. It's fine, and I'm not sure why you bring it up o.o (That's why you don't send these ships in alone, unescorted. They may have massive firepower, but you need to cover and protect them in order to be able to use it)

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Re: Battlecarriers/Battleshipyards.

Post by barabas666 on Fri Sep 20, 2013 8:21 am

Hmmm, I think mayb I am at fault here, never really thought about vaygr being used in a different way 2 higs ( im predominantly a hig player). Even so I recently played a game against AI where it sent a BB along with around 15 squardons of multirole fighters against me. I managed ( only just) to take it out with a hig BC rather speedily, then with around 40% hull strength on my BC finished off the fighters. I just wonder how capable a vaygr BB would b if the situation was reversed? The version I am using is 8.7. Granted I did manually maneuver the BC 2 keep it moving but surely this cant b corret? The AI was on expert.

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Re: Battlecarriers/Battleshipyards.

Post by barabas666 on Fri Sep 20, 2013 8:22 am

And I just realised I went totally off topic, my apologies.

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Re: Battlecarriers/Battleshipyards.

Post by assasing123 on Fri Sep 20, 2013 9:28 am

i dont see why taking out manufacturing from battlecarriers its an issue, as mentioned before, if we have a manufacturing normal carrier, and a hauling battle carrier.

there is no limit to mid late game production, you want to build more? get shipyards and normal carriers

you want to support your fleet and carry fighters, use your battle carriers, but don't let them do both, build and support, why would anyone build normal carriers then?.
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Re: Battlecarriers/Battleshipyards.

Post by Niarro on Fri Sep 20, 2013 1:05 pm

Currently, because they're cheaper in terms of crew and RU (Assuming they actually are XD)

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Re: Battlecarriers/Battleshipyards.

Post by assasing123 on Sat Sep 21, 2013 6:37 pm

the price difference is way too small... and balancing stuff around price is NEVER a good idea... price should be an availability limitation, not a power measurement.
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Re: Battlecarriers/Battleshipyards.

Post by ALC on Sun Sep 22, 2013 4:37 am

Standard carriers also carry out RU operations very effeciently, a good reason to build them occasionally as well as a battlecarrier.

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Re: Battlecarriers/Battleshipyards.

Post by Aediren Rowenus on Thu Sep 26, 2013 10:27 am

ALC wrote:Standard carriers also carry out RU operations very effeciently, a good reason to build them occasionally as well as a battlecarrier.
True that I always liked having a harvest/drive module combination for RU ops. It would be nice to have a front-line carrier back into play regardless if it's called "Fleet carrier" or "Battle Carrier". Battle Shipyard I never really used because I like to play using only the ships I REALLY need... I don't like massive amounts of lag when you fill the game with huge ships Evil or Very Mad  Shipyard is good enough.
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Re: Battlecarriers/Battleshipyards.

Post by assasing123 on Fri Sep 27, 2013 4:24 am

so who agrees we make battle carriers front line full bonused ships without manufacture or resource and hyperspace capable, and normal carriers resource and building machines (maybe add more ru droppoints)?
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Re: Battlecarriers/Battleshipyards.

Post by barabas666 on Fri Sep 27, 2013 7:30 am

Total agreement from me, any chance it can have a repair boost for docked ships?

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Re: Battlecarriers/Battleshipyards.

Post by ALC on Sat Sep 28, 2013 4:14 am

Aediren Rowenus wrote:Shipyard is good enough.
I agree with you.
It doesn't matter what the front-line carrier is called. Battlecarrier can be it — it needs more module slots added to fill the role.

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Re: Battlecarriers/Battleshipyards.

Post by Nakamura on Sat Feb 08, 2014 7:07 pm

PurpleKalamar wrote:Here are some pictures:

Bump. Model for these beauties in the drop box.
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Re: Battlecarriers/Battleshipyards.

Post by HowitzerNAM on Tue Mar 04, 2014 8:55 pm

Taking this discussion into a different direction, what do you guys think about a original design ship similar to this tried but true super sexy beast?


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Re: Battlecarriers/Battleshipyards.

Post by ALC on Wed Mar 05, 2014 1:01 pm

Every fleet dreams of original designs...
We lack designers, unfortunately!

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Re: Battlecarriers/Battleshipyards.

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