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 Warship Design? 
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Joined: Tue Feb 08, 2011 10:22 pm
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Currently my legion is at war, and i was wondering what people thought was the best design for a warship; such as more weapons or more hull. Thanks for your help!

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Mon Mar 07, 2011 8:57 pm
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Joined: Fri Nov 26, 2010 10:38 pm
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for war you want weapons, defense, hull, and energy then go for some cloak&scan

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Mon Mar 07, 2011 9:10 pm
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when i go to war i have use fake numbers for a referent to show the % i use. if i have atk at 1500 def would be at 1000 hull at 2000 scan and cloak i don't worry about. keep over 200 but no need to pimp it out. erg is important but no need to have a full recharged in 15 hours, lower it to a 4-8 hour full charge and come on a but more often.

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Mon Mar 07, 2011 10:57 pm
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Joined: Wed Feb 23, 2011 4:22 pm
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It can be hard to decide what modules to use when ye don't have ample space.

Whatever ye got, consider this:

Hull is more efficient than shields fer total hitpoints.

You want to have attack, defense, and hull.


I would do 4 attack modules, 2 defense modules, and 2-3 hull modules. Increase in that ratio. Don't fool with scan or cloak if ye can't fit the good stuff on first.

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Tue Mar 08, 2011 5:09 am
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Joined: Sun Feb 27, 2011 10:35 pm
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my opinion, attack and defence...period. Of course im saying this cause hull should already be there. The better the defence the less damage you take and it basically makes your hull tougher so i look at it as a 2 in one. I do believe in big attack. Your more likely to make a critical hit when the attack is big, at least thats what i have experienced. when it comes to battle, scan and cloak are way over rated and not neccesary. :twisted:

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Wed Mar 09, 2011 12:24 am
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Joined: Mon Nov 29, 2010 9:48 am
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from my duel with soulplay, you need hull and defense. i had 8 cannons better than soulplay, but little hull and no defense. i got pwned. you can definitly see the difference when you stack the hull and defense. try to get at least 4 cannons, thats the minimum. attack is great, but not if the people your fighting are heavy into defense.

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Wed Mar 09, 2011 6:47 am
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:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: the trick was to let then hit you having for hull at 20% repair your ship them smash back. Its all in the TIMING of things arts help def and hull helps but timing is the most important. example you got 500 hull and deal 50 a hit they have 300 hull but deal 100 a hit so they atk u 3 times so u are at hull 200 they have hull 150 u riper fast up to 500 hull attack 3 time for the kill you have 200 hull they have 0 . this is not the numbers we had i simplified it for a quick example. just fallow the example do look at the numbers to closely.





Soul play accepting duals since 2010 :twisted:

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Thu Mar 10, 2011 12:24 am
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I always have 5 of my best hulls equipped - they're cheap on space, give you a ton of hit points, and frankly, five really good hulls don't equal two really good defense modules in space constraint. And two defense modules (at least at my level) won't stop someone from devastating me.

So my advice is max out hulls (5), then Attack, then defense. With a proviso... When actively attacking sacrifice a bit of defense for a bit more attack... when not actively attacking (sleeping, movies, etc...) sacrifice a bit of attack for defense.

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Fri Mar 11, 2011 4:21 am
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Threadbare wrote:
I always have 5 of my best hulls equipped - they're cheap on space, give you a ton of hit points, and frankly, five really good hulls don't equal two really good defense modules in space constraint. And two defense modules (at least at my level) won't stop someone from devastating me.

So my advice is max out hulls (5), then Attack, then defense. With a proviso... When actively attacking sacrifice a bit of defense for a bit more attack... when not actively attacking (sleeping, movies, etc...) sacrifice a bit of attack for defense.



+1,,,also a good strategy

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Sat Mar 12, 2011 7:20 pm
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Joined: Wed Feb 09, 2011 6:01 am
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You can also implement a one or two hull strategy but it takes a little more legwork. Your hull research has to be second tier. (i.e. Nanospheres or better) Implementing a one-hull strategem allows you massive space for ATK/DEF modules. However, both ATK and DEF mods have to also be well-researched or you won't do enough damage or defend against enough attack to make a difference.

Rule is: The stronger your weapons and defense, the less hull you can use given that your one or two hulls are upper echelon hulls.

I've done this and allowed for decent cloaking. My scan suffers but I scarcely do any active scanning in times of war save to look for an enemy planet.

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Sun Mar 13, 2011 9:20 am
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Joined: Sun Nov 28, 2010 7:04 pm
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For combat, farming, and anything related to killing things, I equip weapon, hull, and defensive modules. That's it. I like specialization, and that generally allows me to disable almost anybody (within reason, of course!) that I want to. I'd rather be really good at one thing instead of decently good at a bunch of things. :)

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Tue Mar 22, 2011 4:46 pm
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Joined: Sun Jan 16, 2011 5:31 pm
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as mentioned...dont underestimate the value of hull.
no idea what level you are so cant be too specific but as much hull as you can fit on with a similar value of attack and about half as much defence...sort of a 4/4/2 effect.
if space isnt an issue then load up more defence

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Tue Mar 22, 2011 8:18 pm
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Joined: Tue Nov 02, 2010 12:32 am
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Remember that attack gives decreasing returns, so if your attack is about equal to their defense and you double your attack you won't double your defense.

Actually, you might, I don't know the exact equation, but as you increase your attack your damage doesn't increase as much, so sometimes not having the full 8 weapons is worth it for the extra defense and hull space.


Wed Mar 23, 2011 3:52 am
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a scout battle ship would be very good. put all rank points in to atk and erg. get good hull mods and with a 25 point damage cap u can if u can get like 1000 hull that will be and prob 300 shield u will look at 1300 - (25 x 5 ) = number or energy spent on you . sorry with only = - + I'm limited on how to show the math. so aka its 52 hits to disable you and that's 52 x 5 = 260 energy and that's not bad i can take out many ppl with that amount of erg. In war you will be disabled raided and hack no if, and or but about it unless you are farming with the scout ship you can force them to waste the most energy doing it. all so do to your ship you can hit back a lot with out taking to much damage so u can still get in a few disables. A lazzu fixer ruining scout mods play Vygoid and get all the hull planet and energy for war , conduits mods for normal game play hit the lazzu job abandon most of your planets to get grate artifact ones and have legion help you fined them later in the game you can be a power full force most your crew will prob come from rescued prisoners it will take time but with a legion helping you and a smart game plan at rank 300+ you can have a war ship able to disable stronger people and the amount of energy it will take to take you out you will all most all ways come out a winner. Just keep in mined how important the artifacts will be you will be able to get much more then others at the end of it you only need art planets and a few mining ones with some cash a few friends and a LOT of skill you can give them **** with a small lil scrapper.

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Thu Mar 24, 2011 4:02 am
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I see lots of votes up there for Hull, and I completely agree. But let's all face facts, anyone can be gotten while they are off line... especially with the new Nulls. So really, you should have 2 ship set ups during war time. If you are the aggressor or responding to legion alerts, then go with Vamp's suggestion. When you log off, stack that hull and defense. It may not prevent you from getting killed, but it will cost them much more energy to work you down... that's a win / win or at least a win / draw situation.

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Thu Mar 24, 2011 6:07 am
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I have to put my two cents in, and it depends what you are doing, if you are passively being attacked you want to max out hull first and then defense, attack is not that vital, this maximizes the amount of energy the attacker must spend to disable you, and thus the higher the real cost,, (most players don't mind spending money to repair hull, and the hull repair cool down is only 5 min, where as it take about 7-10 min to recharge 5 energy to make one attack) thus the more attacks they must make to disable you the more energy it cost them to do so, a determined enemy will eventually disable you if they keep at it, your better off to make it cost as much as possible. On the other hand (and yes i am an economist) if you are attacking you want to maximize your damage/energy ratio which means getting your attack as high as possible first, leaving hull and defense secondary, (assuming you have cash to burn with repairs, and most players find the repair cost to be negligible in the big scheme of things)


Tue Mar 29, 2011 4:21 pm
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Joined: Mon Nov 29, 2010 9:48 am
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lol i get 5 energy in 5 minutes, and thats still slow for alot of higher ranks!

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Tue Mar 29, 2011 9:07 pm
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either way, in my opinion energy is still the limiting reagent, its better to use energy most effectively, and not worry too much about repair costs,


Tue Mar 29, 2011 9:23 pm
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