Hunters *spoilers*

Discuss ships, sections, and designs.
User avatar
White Raven
Posts: 1078
Joined: Fri Dec 23, 2005 4:57 am

Re: Hunters *spoilers*

Post by White Raven » Fri Jun 19, 2009 4:00 pm

@ SV

Then quit posting/reading the forums and finish your daughter's picture book!

:wink:

--WR
"This landing is gonna get pretty interesting..."
"Define 'Interesting'."

"OH, God, OH, God, we're all going to die?"

Doomydoom
Posts: 10
Joined: Thu Jan 08, 2009 2:05 am

Re: Hunters *spoilers*

Post by Doomydoom » Sat Jun 20, 2009 3:36 pm

Carriers are my number one attack ship right now. First I tried the long range carrier/brawler hunter thing. A while later the AI starts to cover the screen in phaser PD. I'm using antimatter cannons on everything right now. I might have to switch to something armor piercing soon though. I've noticed I'm not completely demolishing Liir fleets as fast as I used to.

User avatar
GammaPaladin
Cassandra
Posts: 1791
Joined: Mon Oct 06, 2008 4:35 am

Re: Hunters *spoilers*

Post by GammaPaladin » Sat Jun 20, 2009 5:58 pm

Oh, and I forgot to note that yes, Repair Cruisers can rebuild destroyed Battle Riders.

Doomydoom
Posts: 10
Joined: Thu Jan 08, 2009 2:05 am

Re: Hunters *spoilers*

Post by Doomydoom » Sat Jun 20, 2009 8:01 pm

Whats the counter to these supposed to be? I just used my flagship, 2 carriers, and 2 impactor cruisers to wipe out like 9 dreadnoughts and their escorts. I only lost my 2 impactor cruisers.

ZedF
Board Ninja
Board Ninja
Posts: 12583
Joined: Sun Aug 27, 2006 7:13 pm

Re: Hunters *spoilers*

Post by ZedF » Sat Jun 20, 2009 9:17 pm

The counter to what? Hunters?

Impactors should do a good job. Hunters are single section ships, and thus can't mount shields. They are also cruiser-sized hitpoint blocks so anything which just plain does a ton of DPS should pop them quickly enough once you're talking about late game techs.
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

Strategy & Tactics Forum Archive -- More posts on strategy, tactics, and TARs

User avatar
Space Voyager
Posts: 3522
Joined: Mon Feb 06, 2006 1:23 pm

Re: Hunters *spoilers*

Post by Space Voyager » Mon Jun 22, 2009 7:56 am

White Raven wrote:@ SV

Then quit posting/reading the forums and finish your daughter's picture book!

:wink:

--WR

I... CAN'T!!! :wink:

I do most reading/posting at work, he he he!
ErinysSolForce Intelligence has great difficulty penetrating Liir society to that depth, for obvious reasons. fibioLack of scuba gear?

Ares_in_snow
Posts: 364
Joined: Thu Jan 11, 2007 3:38 am

Re: Hunters *spoilers*

Post by Ares_in_snow » Fri Jun 26, 2009 6:53 am

I love 'em, honestly. I never liked the tarks before (too average) but now with the parasite cruisers, yum.

Just a note here, though. . . currently they are unbeatable if they can be feilded in any numbers. Have 10 carriers in your fleet, launch the hunters, jump them to the back lines. Lather, rinse, repeat. A friend of mine just loves going into battle with 30 hunters. . .

User avatar
ignus
Posts: 1397
Joined: Tue Oct 03, 2006 10:25 am

Re: Hunters *spoilers*

Post by ignus » Fri Jun 26, 2009 8:29 am

Well, a human player will probably ignore that fleet and burn a Tarka colony somewhere else. But yeah, sounds a little overpowered. Will have to try them soon :twisted:

A solution to fix that particular abuse would be that the Carriers can't enter the reinforcement list before all it's hunters have returned to it and clicking on that button orders the hunters to do so.

Varelse
Posts: 18
Joined: Tue Sep 19, 2006 1:48 pm

Re: Hunters *spoilers*

Post by Varelse » Fri Jun 26, 2009 9:12 am

Yes, but that is illogical. The hunters are self contained ships, without FTL, not drones.
I think they should be replaceble only at a planet, and not repaired by ships. This way, you have to return to your territory periodically.
Ana are mere.

User avatar
ignus
Posts: 1397
Joined: Tue Oct 03, 2006 10:25 am

Re: Hunters *spoilers*

Post by ignus » Fri Jun 26, 2009 9:21 am

I agree that they should only be replacable at colonies. That wont stop anyone from abusing them and having 30 Hunters out at the same time though.

Thermal Biotron
Posts: 858
Joined: Tue Jan 16, 2007 6:56 pm

Re: Hunters *spoilers*

Post by Thermal Biotron » Fri Jun 26, 2009 3:20 pm

Or the launched Hunters could fill in the CP vacuum created when the Carrier is sent to the reserves. This way you can't get more Carriers into the battle to launch new Hunters as long as the old Hunters are still in play.

I guess it could make sense? If the Carrier is not on the field to help direct the Hunters, than it falls to the CNC ship to do so, so the Hunters count towards the CP total once deployed.

This way you can't deploy and retreat Carriers to get 30 Hunters on the field.

I have no idea how hard this would be to code though.
Used to...play...a detective. Mind can't help...but make...deductions.

EntropyAvatar
Posts: 983
Joined: Sat Jan 14, 2006 5:34 am

Re: Hunters *spoilers*

Post by EntropyAvatar » Fri Jun 26, 2009 4:52 pm

Having the Hunters consume 6 command points each if their carrier wihdraws makes a lot of sense to me.

User avatar
Mecron
Kerberos
Posts: 38700
Joined: Fri Aug 05, 2005 7:26 pm

Re: Hunters *spoilers*

Post by Mecron » Fri Jun 26, 2009 11:21 pm

this always makes me laugh...like if you can afford 30 dreads you are not already winning pretty much already. Though the replaced by a repair ship thing is a bug. :oops:

EntropyAvatar
Posts: 983
Joined: Sat Jan 14, 2006 5:34 am

Re: Hunters *spoilers*

Post by EntropyAvatar » Sat Jun 27, 2009 12:21 am

Mecron wrote:like if you can afford 30 dreads you are not already winning pretty much already.


Well, 30 dreads is a bit of overkill, but I've had fleets with 10 dreads several times. It's not as though the AI doesn't use fleets that big. Even cycling through 6 DNs will get you 18 hunters plus 3 dreads on the map.

Thermal Biotron
Posts: 858
Joined: Tue Jan 16, 2007 6:56 pm

Re: Hunters *spoilers*

Post by Thermal Biotron » Sat Jun 27, 2009 12:51 am

How taxing on the R&S ships is replacing the Hunters?
Used to...play...a detective. Mind can't help...but make...deductions.

Post Reply

Return to “The Ships”

Who is online

Users browsing this forum: No registered users and 3 guests