Master of Orion II: Battle at Antares/Force Fields: Difference between revisions

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→‎4500 RP: Quantum Fields: Strategy regarding support ship
(→‎650 RP: Gravitic Fields: Ground troop technology is futile)
(→‎4500 RP: Quantum Fields: Strategy regarding support ship)
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*Miniaturization: Reduces size and cost.
*Miniaturization: Reduces size and cost.


Best choice for non-Creatives: if you already have good shields and have been able to wait this long for a Jammer, Wide Area Jammer is a good choice; install it on a ship with very good beam defense (as small as possible, with high mobility and possibly cloaking) and keep this ship out of harm's way while the heavy hitters it protects deal with enemy torpedo ships. Otherwise choose Class VII Shield, as Flux Shield makes less difference than Radiation Shield would have done earlier (if you skipped Radiation Shield earlier and then regretted it, it's probably too late for you to do much about that).
Best choice for non-Creatives: if you already have good shields and have been able to wait this long for a Jammer, Wide Area Jammer is a good choice; Otherwise choose Class VII Shield, as Flux Shield makes less difference than Radiation Shield would have done earlier (if you skipped Radiation Shield earlier and then regretted it, it's probably too late for you to do much about that).
 
If you choose Wide Area Jammer at this point you can think about creating a support ship comparable to an Interdictor Cruiser in Star Wars. Since ship specials are the same percent of ship capacity from size 3 higher, a size 3 ship is optimal. Put a Wide Area Jammer, Warp Dissipater, and Scout Lab if you have them for its support functionality. Everything else is purely defensive - stack in as much missile and beam defense, shields, hull, and armor as you can shove into it. Any space you have left should be dedicated to fighters, because since they are away from the front lines they are unlikely to be shot down. These fighters, preferably Interceptors, are mostly there either to shoot down other fighters or missiles that are chasing the support ship. It helps not to have Dauntless Guidance System (so they don't chase the enemy fleet), and to group them in single units to mete out according to missile/fighter group size. Just remember that since ECM bonuses are not added, any jammers on other ships you have there will be useless, so don't put them in your ships. This ship is also an excellent place to put your captain with anything that benefits the entire fleet. If you care about him you can give him a bigger ship.


==7500 RP: Transwarp Fields==
==7500 RP: Transwarp Fields==
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