Missile Destroyer does better.
-Attack Bomber: Cost: 85 RUs Build Time: 20 seconds Special Function: None Required Technology: Fighter Drive, Heavy Fighter Chassis, Plasma Bomb Launcher Excerpt: A technological advance created plasma bomb technology small enough to fir in a Fighter-sized craft. The Attack Bomber was born. While it's slow-moving plasma bombs can be outrun by Fighters, they make short work of Frigates and other Capital ships. My Analysis: For some reason, these things have a tendency to die. Is it that they just get hit more, I don't know. Anyway, that combined with a high cost for a fighter and slow build time for a fighter make it bad. Avoid these if you can, but don't be that afraid to use these if you have to, they're not that bad.
-Defender: Cost: 65 RUs Build Time: 9 seconds Special Function: None Required Technology: Fighter Drive, Heavy Fighter Chassis, Defender Sub-Systems Excerpt: Although it's slow speed keeps the Defender from being a primary attack force, it's gimbaled guns and high power rotational thrusters allow it the greatest coverage of all Fighters. My Analysis: There are 3 rules to using these things: 1-Don't attack with them. 2-Only defend with them(preferably defend Mothership). 3-Always use in large numbers if you use them. If you follow those 3 rules, they end up being pretty decent. Break the rules(especially 3), and they end up being worthless.
-Cloaked Fighter: Cost: 85 RUs Build Time: 45 seconds Special Function: Cloaking Required Technology: Fighter Drive, Heavy Fighter Chassis, Cloaked Fighter Excerpt: With cloaking sails active, the Cloaked Fighter is the stealthiest ship around. Highly useful for simple surveillance, the Cloaked Fighter is also a good attack craft. It must, however, de-cloak to fire, making it vulnerable for a short period of time. My Analysis: It beats the Scouts beautifully at their own game. While, unlike the Cloak Generator, it doesn't need to recharge, it does use fuel, so it's balanced. The major downfalls are that it takes a while to build and costs a lot.
-Defense Fighter: Cost: 85 RUs Build Time: 20 seconds Special Function: None Required Technology: Fighter Drive, Heavy Fighter Chassis, Defense Fighter Excerpt: The Defense Fighter has no attack weaponry to speak of; instead it fires beams from it's emitter dome to shoot down oncoming enemy fire. This makes the Defense Fighter an excellent mobile protective force, especially when used with other Fighter craft. My Analysis: If only they shot down all enemy weaponry... Oh well. Since they build rather fast for an 85 RU fighter, it can actually be put to use. However, use the Defender's 3 rules.
------------------------------------------------------------------------ **Area 3-3: Corvettes**
-Light Corvette: Cost: 135 RUs Build Time: 22 seconds Special Function: None Required Technology: Corvette Drive, Corvette Chassis Excerpt: It's heavy-duty engine, chassis, and armor make the Light Corvette significantly slower than any of the Fighter-class ships(besides the Defender). It's salvation comes in a powerful turreted gun which is fast enough to hit Fighters flying at full speed. My Analysis: Bad. By the time you can use this, one more research topic and you get the much better Heavy Corvette, and you can do the research for the Heavy Corvette on the same stage. Never use these.
-Heavy Corvette: Cost: 250 RUs Build Time: 25 seconds Special Function: Charged Burst Attack Required Technology: Corvette Drive, Corvette Chassis, Heavy Corvette Upgrade Excerpt: More armored than it's light cousin, the Heavy Corvette adds a second high powered turret to an already powerful craft. It's turrets allow the Heavy Corvette to track two fighters at once and also make it a moderate threat to Capital Ships. My Analysis: First, the Charged Burst Attack is worthless. Second, it's a decided improvement over the Light Corvette. Better firepower, better armor, and better coverage make it one of the best corvettes.
-Repair Corvette: Cost: 150 RUs Build Time: 20 seconds Special Function: Can Repair and refuel Strike Craft Required Technology: Corvette Drive Excerpt: The Repair Corvette is capable of repairing and refueling Fighters "in the field." While equipped with only a small gun, the Repair Corvette has heavy armor to protect itself and the craft it's repairing. Timely support from a Repair Corvette can be quite useful in a long battle. My Analysis: Never use. NEVER. By the time you'll need to repair stuff, the Support Frigate will be in your arsenal. And it's 10 times better.
-Salvage Corvette: Cost: 220 RUs Build Time: 30 seconds Special Function: Capture of enemy ships Required Technology: None in Single Player, Corvette Drive and Corvette Chassis in Multiplayer Excerpt: This beefy Corvette was once used exclusively for towing junk and salvaging derelicts. After being adapted for combat, the Salvage Corvette gained the ability to capture enemy ships that are heavily damaged. Once captured, these ships are towed back to a Carrier or the Mothership for refitting. My Analysis: Don't be thinking you need to damage a ship for the Salvage Corvette to capture it, you don't. Also, you need a certain amount of ships to capture certain things. Right from the Readme file, here's the list: Frigate = 2 Salvage Corvettes Destroyer = 3 Salvage Corvettes Heavy Cruiser = 5 Salvage Corvettes Carrier = 5 Salvage Corvettes And, since they can capture any Capital/Super Capital Ship, they are insanely useful. Build 12 before stage 7 and never let their number run below that.
-Multi-Gun Corvette: Cost: 225 RUs Build Time: 28 seconds Special Function: None Required Technology: Corvette Drive, Corvette Chassis, Fast-Tracking Turrets Excerpt: Following advances in turrets and auto-targeting, the Multi-Gun Corvette was conceived. It sports a full six articulating turrets. This allows it to track numerous fast-moving targets at once, making it especially deadly against large groups of Fighters. My Analysis: The second-best Corvette, next to the Salvage Corvette. Sure, it does less damage to Capital Ships, but since you'll be avoiding most of their fire, it doesn't really matter(unless up against a Multi-Beam Frigate or Missile Destroyer). And, since it's much deadlier against Fighters than the Heavy Corvette, it's better than the Heavy Corvette.
-Minelayer Corvette: Cost: 295 RUs Build Time: 40 seconds Special Function: Creation of Minefields Required Technology: Corvette Drive, Corvette Chassis, Minelaying Tech Excerpt: While the Minelayer has normal attack capability(dropping mines that float slowly towards the target), it can also perform a force mine drop, where a wall of mines are laid at the current location. Running into a minefield with a fleet of Capital Ships is sure to ruin anyone's day. My Analysis: There is no place where these things can really be put to use. Except maybe the Hiigara level, these things, if built, are probably going to stay docked the entire game. Sure, they're not that bad, but save your money and don't build any. Great idea, but it's just not worth it.
------------------------------------------------------------------------ **Area 3-4: Frigates**
-Assault Frigate: Cost: 575 RUs Build Time: 1 minute Special Function: None Required Technology: Capital Ship Drive, Capital Ship Chassis Excerpt: The Assault Frigate is the most general purpose combat ship of the capital ships. It has four large turrets, which afford it excellent coverage, as well as two fixed plasma bomb launchers. While it's turrets are too slow to track fast-moving fighters, they can take out the slower Corvettes with ease. My Analysis: No, they can't 'take out Corvettes with ease'. They keep missing when the Corvettes are on Evasive tactics. These things are bad against all Strike Craft, as almost all Capital and Super Capital Ships are. Overall, pretty decent, and the only thing you have to do with these is have some sort of Strike Craft neutralizers.
-Ion Cannon Frigate: Cost: 650 RUs Build Time: 1 minute Special Function: None Required Technology: Capital Ship Drive, Capital Ship Chassis, Ion Cannons Excerpt: When ion power was harnessed, the scale necessary to produce a severely damaging beam meant that an entire Frigate could only hold one cannon. The acceleration ladder alone runs the entire length of the ship. What results is a devastatingly powerful, focused ion beam. My Analysis: Certain death FROM Strike Craft, not to. The Assault Frigate has better chances against them, and it can barely kill one or two when a squadron attacks. I'm sorry, but it's impossible NOT to die to fighters if your whole fleet is filled up with these things. However, it's also the best against other capitals, so it should merit some positions in you fleet. But, don't give it more than half of those positions.
-Support Frigate: Cost: 425 RUs Build Time: 1 minute 5 seconds Special Function: Can repair and refuel Strike Craft, repair Capital Ships Required Technology: Excerpt: Giving support to Strike Craft in combat is the Support Frigate's main role. It has ten Fighter docking pads and four Corvette docking arms for repairing and refueling. Although it is well armored, the Support Frigate has only one large turret for defense and is best left alone. My Analysis: No, it's main role is repairing Capital Ships. The Strike Craft repairing and refueling is just a bonus. Best left alone, this thing is the only thing that saves you in the Hiigara level. Set them to heal the mothership in the Hiigara level, not your attack craft. No exceptions. And, on a finishing note, it's the best Frigate in the game.
-Drone Frigate: Cost: 800 RUs Build Time: 1 minute 15 seconds Special Function: Drone Launching/Retraction Required Technology: Capital Ship Drive, Capital Ship Chassis, Drone Technology Excerpt: The Drone Frigate is essentially a holding and control system for the 24 drones it houses. These highly maneuverable drones each contain a powerful gun and, when launched, form a protective sphere around the Drone Frigate, giving it superb protection against Fighters. My Analysis: Never used these, so I can't say anything, but I hear that the drones can be used to destroy mines, as they project far enough ahead to attract them. Once the mines are destroyed, scrap the Frigate itself.
-Defense Field Frigate: Cost: 800 RUs Build Time: 1 minute 15 seconds Special Function: Defense Field(always active) Required Technology: Capital Ship Drive, Capital Ship Chassis, Defense Field Excerpt: Like the Defense Fighter, the Defense Field Frigate has no attack capability. It can, however, deflect almost 100% of all oncoming enemy fire, with the exception of ion beams, mines, and missiles. My Analysis: First, it costs too much for something with that small of an effect area. Second, it can't deflect ion beams, the most devastating weapon in the game. Yes, I know, I said the Defense Fighter was OK, but that was because it'll take more time to kill a whole flotilla centered around the Mothership than a slow, obnoxious, easy bait Capital Ship that can easily be taken down with ion cannons. You can't exactly hit something that moves with an ion beam that easily.
-Ion Array Frigate: No data available Build Time: N/A My Analysis: You capture these from the Turanic Raiders with two Salvage Corvettes in the Great Wastelands Part 1 stage. They are just Ion Cannon Frigates with a new appearance, and I think they're a bit slower, too. But, since you get them for free, what did you expect?
-Multi-Beam Corvette: No data available Build Time: N/A My Analysis: This awesome Frigate is a small, cramped ship with four ion cannons. You capture it in the Cathedral of Kadesh stage from the Kadesh. And, the best thing about it is that it's inaccurate. What? You heard me right. Since it's inaccurate, it can sort of 'sweep' the battlefield and destroy Fighters and Corvettes. And, since Frigates and Super Capital Ships are big, the inaccuracy doesn't really matter that much. So, I say in conclusion: Capture as many as you can!
-Fuel Pod: No data available Build Time: N/A
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