Apoc Ships


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#21 Ki-tat Chung

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Posted 11 January 2003 - 12:54 AM

being shot or shoting at? shoting at, yes. being shot, yes also. and also on the jamming, the craft equip says 60% on evasion matrix and 80% on cloaking, but 40% and 20% on ufopedia respectivly.
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#22 NKF

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Posted 11 January 2003 - 01:10 AM

Well, the defense guns are pretty useless when the missile is flying right at the ship -- I don't think they have enough time to knock out all the missile's hit points (if they have any). However, when the missile barely misses and is circling around, the defense guns can shoot it out of the sky before it has a chance to swing back and hit you.

As for the evasion matrices, no idea why the stats are inverted. Probably just another of the many incomplete bits in the game.

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#23 Ki-tat Chung

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Posted 13 January 2003 - 01:32 PM

but which one is it? the one in the assignment stats or the UFOpedia?
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#24 Mouse Nightshirt

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Posted 13 January 2003 - 05:46 PM

I start of buying out plenty of hoverbikes. Once the Hawk Air Warrior comes into usage, I buy one, and switch it to my primary troop transport.

Then, upon the inter-dimentional craft, I build:
1 Dimension Probe
1 Bio Trans (my primary team switches to this)
0 Explorers (Despite the reasons NKF builds his, I always have more pressing projects, such as ammo for Toxiguns, Toxiguns and other stuff)
A few Retaliators (Usually 2, until the Annihalators come)
"As many as I can afford" Annihalators.

Usually, by the end of the game, I have 6-8 Annihalators, 1-3 Retaliators, and 1 Bio Trans (I sell off the rest), which is enough to deal with anything that the alien scum could throw at you.
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#25 NKF

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Posted 13 January 2003 - 11:46 PM

Mouse Nightshirt, on Jan 14 2003, 06:46 AM, said:

0 Explorers (Despite the reasons NKF builds his, I always have more pressing projects, such as ammo for Toxiguns, Toxiguns and other stuff)

Ah, but you see, my rationale is this: Once the alien fleet is completely destroyed -- and is regularly pruned every week-- you'll have all the time in the world to complete all your other projects. So, the quicker, the better.

Granted, building four or more explorers does take a bit more time than say building one Annihilator. But I generally have two large workshops up and running by then, so one can cover for the other when I have more pressing needs.

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#26 Ki-tat Chung

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Posted 14 January 2003 - 03:37 AM

i have heaps of workshops now, but not enough workers. damn. i got enough annihilators to send 'em back to where they came from and one biotrans. then i have ny hawk air warrior(2 of 'em) and my original valkirie intercepter, my last original vehichel. :power:
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#27 Psy Guy

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Posted 14 January 2003 - 02:28 PM

Yea i don't get why there aren't any workers for hire when you really need them. Ive goon for weeks where there wasn't a single engineer avaliable for hire... (and i checked like every hour or so.)  Is there any way to get more engineers to become avaliable (like with hybrids if you make good with the mutant alliance they start to swarm the draft roster)

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#28 Ki-tat Chung

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Posted 15 January 2003 - 02:41 AM

is there a limit? i got....lets see.....5...15...25...35...44! 44 engineerers.
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#29 Brute

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Posted 15 January 2003 - 09:26 AM

i think it changes with difficulty setting. in a normal game, you are capped to 40 while 44 in superhuman...

#30 Ki-tat Chung

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Posted 15 January 2003 - 01:00 PM

no, i just checked. i'm playing novice and i got 50 engineerers. it think thats the limit (in novice anyway)
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#31 Cadmus

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Posted 31 March 2003 - 11:16 AM

Well, I got 4 Annihilators on the second difficulty setting, All have 1 large and 1 med disruptor, 2 have anopther med while the other 2 have inversion bombs (damn tricky to keep armed eh?), my first foray into the alien dimension yielded this almighty army!
2 Probes
2 Scouts
1 Bomber
1 Escort
1 Battleship

As you can imagine those bug-eyed bastards got suitably pwned, and then they seem to be a little thin on the ground, send the Anihilators some time sunday late evening and smash 'em in again. Meanwhile a Biotrans hops in once or twice a week to wreck a building.

#32 Ki-tat Chung

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Posted 31 March 2003 - 11:37 AM

uh....you do know this topic has been left alone for quite a while now, right?
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#33 NKF

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Posted 31 March 2003 - 12:14 PM

New or old, new input into a topic should always be encouraged, unless it's completely unrelated. :power:

In my most recent campaign, for my first foray into the alien dimension, I found that with my itty-bitty armada of Explorers, the hardest part was getting them in and then moving them to a safe place in the alien dimension where they could rest and recharge their shields, as the aliens tend to swarm about all over the place -- especially near the gates.  Unless you have a huge swarm of explorers (more than 4) or expendable decoys (probes), this is often very hard to perform without losing some of the ships (and you need each and every one of their medium disrupter beams! ). It wasn't so bad in later visits. It was just the initial strike that was really difficult to perform. One or two supporting retaliators really would have helped then.  So the moral of this story is: If you're going to use explorers -- don't use them as your first attack wave unless you have lots of them, some decoys, or a few more powerful supporting ships (which you should send into the gates first, by the  way)

I just noticed how few alien ships you actually need to capture to get the advanced ships. From what I've seen so far, you just have to capture the type-3 (dim. probe and biotrans), type-5 (explorer, I think this was that awfully hard fast-attack ship.), type-6 (retaliator) and .. um, the Battleship (annihilator). All these ships carry a pretty hefty range of useful toys and weapons for your ships (shields and all the disrupter beams). One other ship you might want is the alien bomber (that green ship that just eats your hoverbikes for breakfast), if you want  to capture a live micronoid aggregate, but you also get one chance to capture one in the first alien building.  

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#34 Drakkar77

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Posted 01 April 2003 - 07:53 AM

Nothing can compare to a hover bike! Even another hover bike has a REALLY hard time hitting one! Swarms of hover bikes can take down ANYTHING!!!

I keep an airhawk for transporting troops, and build annilators as soon as I can.

#35 VegasSte

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Posted 01 April 2003 - 08:51 AM

I like using hoverbikes because the hawk air warriors are too expensive to begin with, but when you get annihilators i have 10 of them, most with full disruptor beam armament( 2 medium and 1 heavy) .  When I send them into the alien dimension I move them well out of range of the ufo's and let them fire to their hearts content without taking any damage to their shields.  They seem to be able to fire nearly half the dimension with the heavy disruptor beam, which is nice! :power:

#36 The Demi-Godly One

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Posted 05 April 2003 - 12:16 AM

I am finding swarms of dimension probes the most useful thing ever. They take a very short time to build and they are impossible to hit. You can put light disrupter beams on them and the defense arrays. I usually send in one defender(One with a defense array) with the rest of my squad, to protect everyone else. And if you control the defenders manuallly they terrorize shields!(Although not much else because the damage is so low it is blocked by armour, shields aren't affected by armour) THey can destroy mothership shields in less than 3 game seconds!
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#37 magic9mushroom

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Posted 01 September 2018 - 09:05 AM

View PostKi-tat Chung, on 13 January 2003 - 01:32 PM, said:

but which one is it? the one in the assignment stats or the UFOpedia?

Both. Missile turn rate is 40% for the Matrix and 20% for the Cloaking Field, which is 60% jamming for the Matrix and 80% for the Cloaking Field.

(fifteen years late, but might help someone)

EDIT: on further inspection, the Cloaking Field seems a bit more complicated than just being 80% jamming. It appears to be 100% jamming (missiles don't turn) while you're visibly cloaked, but drops completely or almost completely for a short time when you open fire (which is going to be near-constant if you're using beam weapons). Should really have been always-on like the personal one; the 3x4 space cripples the shields of even the Annihilator, so it would need to be basically perfect to be worth it.

EDIT2: And I can't get the Missile Evasion Matrix to do anything. So I think it's useless.

#38 magic9mushroom

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Posted 15 September 2018 - 11:02 AM

On-topic, Hovercars for the first week - you're generally limited by the supply of Bolter lasers more than anything else, and Hovercars come with one attached so they only need one more (though I suppose you could buy the Hovercar and take the laser for a Hoverbike). Also, Hovercars won't die from a single Light Disruptor hit, while Hoverbikes can.

For second week onwards, I'm thinking a mix of cars and bikes is probably best. Cars are way better once you get shields, but depending on your research order that might take a while.

Generally, I find that due to the long lead time of the Advanced Workshop, I generally have Retaliator tech done or almost done by the time I can actually build craft; the Explorer is certainly a great ship, but if you have to choose between that or a Retaliator there's no contest. Annihilators... eh, I build them, but usually just because I can't think of anything else to do with my money; by the time you get them, you'll have a few Retaliators in the sky and won't actually need them. The firepower isn't even that much better (though the shielding is).




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