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Archived from groups: alt.games.vgaplanets4 (More info?)
Be careful what you can read these days in guides about ship and wings combat:
"...Voltar G: Very long ranged and powerful missiles, the problem is that it runs out of them soon. After running out of missiles
Voltar is useless. If it would have more ord it would be one of the best (if not best) anti-ship fighters for its price. Always
set them to quick strike. The amount of Voltars in wing is irrelevant. The 10 Voltars do about same damage than 10 000. Sim it if
you do not believe. Here are the results from quick simulations against Rush (5mSC,5TL,1SC) with different wing sizes. 10 Voltars
all killed, Rush had shields down and 96% armour left. 1000 Voltars all killed, Rush had shields down and 83% armour left. 10 000
Voltars, destroyed Rush (with beams) and 230 Voltars survived. 9 wings of 10 Voltars, Rush destroyed. Voltars do same damage with
missiles no matter how big the wing is, it always launches about same amount of missiles. After that they do some minor damage
with beams if wing is big enough, but take huge losses. Voltar G is an excellent fighter when used in free flying wings of 10
Voltars. It has a travel range of 150 and Bird fighters are stealthier than others.
The mixing of Bird fighters does not make them better. In theory mixing Eagles with Voltars should cause the Voltars to use Eagle
's ord. In practise they do not. Mixing Voltars with Talons or Eagles should make the cheaper fighters to fire their beams
faster. In practise they do not. In money basis Voltars are better against fighters than Talons or Eagles. The Eagle is worst
against fighters and then Voltars and Talons are quite equal, Voltar having slight edge.
Only fighter you should ever build is you type 3 Voltar G. They should be kept in as small wings as possible and have set to
quick strike. DWs should have 2 wings of 10 Voltars. One on one Voltars takes down shields from every non EE ship in game..."
(Latest (May 2005) Bird Guide found on Klingonkommand)
1) The amount of Voltars is relevant
2) Set them to attack dangerous
3) Mixing makes them more cash efficient though less mobile
Currently Voltars are one of the fighter types one have to throw more than one eye onto.
GFM GToeroe
Be careful what you can read these days in guides about ship and wings combat:
"...Voltar G: Very long ranged and powerful missiles, the problem is that it runs out of them soon. After running out of missiles
Voltar is useless. If it would have more ord it would be one of the best (if not best) anti-ship fighters for its price. Always
set them to quick strike. The amount of Voltars in wing is irrelevant. The 10 Voltars do about same damage than 10 000. Sim it if
you do not believe. Here are the results from quick simulations against Rush (5mSC,5TL,1SC) with different wing sizes. 10 Voltars
all killed, Rush had shields down and 96% armour left. 1000 Voltars all killed, Rush had shields down and 83% armour left. 10 000
Voltars, destroyed Rush (with beams) and 230 Voltars survived. 9 wings of 10 Voltars, Rush destroyed. Voltars do same damage with
missiles no matter how big the wing is, it always launches about same amount of missiles. After that they do some minor damage
with beams if wing is big enough, but take huge losses. Voltar G is an excellent fighter when used in free flying wings of 10
Voltars. It has a travel range of 150 and Bird fighters are stealthier than others.
The mixing of Bird fighters does not make them better. In theory mixing Eagles with Voltars should cause the Voltars to use Eagle
's ord. In practise they do not. Mixing Voltars with Talons or Eagles should make the cheaper fighters to fire their beams
faster. In practise they do not. In money basis Voltars are better against fighters than Talons or Eagles. The Eagle is worst
against fighters and then Voltars and Talons are quite equal, Voltar having slight edge.
Only fighter you should ever build is you type 3 Voltar G. They should be kept in as small wings as possible and have set to
quick strike. DWs should have 2 wings of 10 Voltars. One on one Voltars takes down shields from every non EE ship in game..."
(Latest (May 2005) Bird Guide found on Klingonkommand)
1) The amount of Voltars is relevant
2) Set them to attack dangerous
3) Mixing makes them more cash efficient though less mobile
Currently Voltars are one of the fighter types one have to throw more than one eye onto.
GFM GToeroe