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- From: books@fsunuc.physics.fsu.edu (Roger Books)
- Subject: Re: This has gone too far.....
- Message-ID: <books.155.0@fsunuc.physics.fsu.edu>
- Sender: news@mailer.cc.fsu.edu (Usenet News File Owner)
- Nntp-Posting-Host: nrb209a.physics.fsu.edu
- Organization: FSU nuclear physics
- References: <Mf=AyPi00YUoEJrYx7@andrew.cmu.edu> <1992Dec15.050018.24479@pasteur.Berkeley.EDU> <1992Dec17.040228.1572@athena.mit.edu> <AfBk0ZO00YUo0MgV11@andrew.cmu.edu>
- Date: Tue, 22 Dec 92 14:28:55 GMT
- Lines: 31
-
- Just my 25 cents here (2 cents adjusted for inflation) I thought it was
- fairly obvious that when going one-on-one you wanted to be in a ship one
- lighter than your opponent. A dd does well against a single cruiser. It
- just keeps a little range and dodges torps. The problem comes when
- you are actually playing and have several ships to worry about. At this
- point the dd sucks because it can't handle the torps that can't be dodged.
- Of course, the scout is in even worse shape in this regard.
-
- A scout is the ultimate fighting machine, if you chase it. If you make
- it come to you it is easily trashed. A scout is also sometimes useful as
- an ogger because it can get in before your opponent notices somethings up.
- Otherwise a dd is a much better ogger, good speed, limited but useful
- shield/hull, and a fair punch.
-
- Works like this for me:
-
- Initial bombing - AS
- behind the lines bombing - SC
- ogging - DD
- GP/defending/fighting - CA
- LPS defending - BB
- Getting myself ogged - SB :)
-
- I see every ship as having a valid role, although the CA is the most
- useful for all-around work.
-
- Sherlock
- Cirdan
-
- Roger
- books@fsunuc.physics.fsu.edu
-