Neoseeker.com Forum Thread: Super Weapons - page 1

reprinted from http://www.neoseeker.com/forums/
original thread: http://www.neoseeker.com/forums/37893/t1153358-super-weapons/


Author:   Mishtram
Date:   (PT)
Subject:   Super Weapons
-------------------------------------------
Anyone gone over the top with super weapons? I have yet to tech out anything to the fully edge, I always end the games too early. I have had a small working Returning Armada occuring at one of my Phase Gates, but that was the only thing I had working and it didn't help me out much.

I have a friend who loves using that cannon thing to destroy enemy colonies in moments as the TEC. Never actually used that, always find it too... unwieldly.



Author:   Play ISDF
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
Does 10 Tec Super Weapons count? So much fun, pretty much 2 shots at once will kill any planet instantly. I've had a lot of fun with it, just kept killing the enemies planets while I had fleets move in and mop up any buildings around a planet, then wait for my weps to recharge and kill 4 more planets, move in and take em, etc etc till I won the game.



Author:   Mishtram
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
I thought those things cost massive amounts of cash and can only attack neighbouring planets? I always thought of that as a waste, especially in the bigger games where it's more likely a "skirmish zone" will set up between their fleets jumping two or three and your own defenses.



Author:   ShadowJ
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
I got a couple of the TEC Novalith Cannons but the main problem is the planets you are aiming for have to be scouted first and well, we all know if there is more than one star system how long that could take.

More than 5 does seem over the top but if facing more than one threat then you will soon find them to be great since you can defend with a fleet of ships while attacking planets and no you can hit planets in other star systems, not just neighbouring ones.

I thought that when I first bought one but I realised afterwards when deciding to experiment that as long as the planet is scouted, you can hit it

edit: I just noticed I repeated myself but meh



Author:   Play ISDF
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
quote ShadowJ
I got a couple of the TEC Novalith Cannons but the main problem is the planets you are aiming for have to be scouted first and well, we all know if there is more than one star system how long that could take.

More than 5 does seem over the top but if facing more than one threat then you will soon find them to be great since you can defend with a fleet of ships while attacking planets and no you can hit planets in other star systems, not just neighbouring ones.

I thought that when I first bought one but I realised afterwards when deciding to experiment that as long as the planet is scouted, you can hit it

edit: I just noticed I repeated myself but meh
Best bet is to get a few scouts on auto explore, as long as they don't run into anything too powerful, they should be fine to explore the entire universe. Usually I'll get two at the start of the game while I build up my forces a bit to go and start leveling my cap and take some planets. After I get a bigger ship limit, I'll toss out some more scouts if the game is big enough. By the time I'm ready to use Novalith's or whatever, I easily have everywhere explored.



Author:   ShadowJ
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
aye I get a couple going at the start then throughout the game have a limit of 20 (usually only have 10 on the go but have 20 in case someone gets hungry and eats them up ) to which with my current game I seem to be losing a lot of scouts...bleh



Author:   Mishtram
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
I've always had a problem with keeping up scout production. I tend to get very apathetic when it comes to knowing what the nations who I'm not fighting are working on across the field so usually when my original scouts run out I don't make many more, unless I'm playing as the Vasari.



Author:   ThrombosisJones
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
I'm not much for scouts either, but when it comes to super weapons nothing beats the Marza Dreadnought. Even with the Nov 18, 08 patch the missile barrage power is still a one-hit-kill for most fleets you encounter.

Actually...

There. Posted the info as a game cheat. It's really that hardcore.



Author:   Mishtram
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
I should toss up the Advent capital pairing which is deadly. I forget exactly what it is but a friend of mine mastered it and usually sends it against me as Vasari so I have to focus my efforts on him and not forwarding towards the creation of one of the Vasari superweapons -- the phase gate one.



Author:   StormBird
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
I'v used the Vasari's super Cannon to soften up planets before I invade them, which I think is thier purpose. I have spammed them ( it think 5) against one target, but it didn't destory the colony.

In the case of the Advent, I usually send the broadcast signals to enemy homeoworlds. Coupled with the tech to see planets under the influence of your culture, it is a good way to find out what your enemies are defending or forgetting.



Author:   O Mega
Date:   (PT)
Subject:   re: Super Weapons
-------------------------------------------
The TEC navolith cannon is so badass man. I can destroy an asteroid colony with one hit.


Copyright Neo Era Media, Inc. 1999-2009.
All Rights Reserved.