Talking about Weaponry

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
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JocaRamiro
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Talking about Weaponry

Post by JocaRamiro »

Hi,

Two questions:

1. How do you design the most effective weapons package for your warships? I have found myself using energy weapons almost exclusively, and getting the best effect (or suffering the worst effect) by the range of the weapon. That is, I have very little success choosing less than the farthest range weaponry and trying to close to finish enemies.

2. What are appropriate tactics against battle satellites and platforms? I find, if I cannot out range them, they are almost impossible to take down.

However, I have a feeling these tactics are too one dimensional and wonder what others have chosen.
Medway
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Re: Talking about Weaponry

Post by Medway »

I'd like to know this too. I tried doing varied weapons but then found I was getting killed due to a lack of range. I have heard people using fighters as escorts with long range energy weapons to then allow another group fitted with torpedos to attack afterward.
bjgrt
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Re: Talking about Weaponry

Post by bjgrt »

JocaRamiro wrote: 2. What are appropriate tactics against battle satellites and platforms? I find, if I cannot out range them, they are almost impossible to take down.
If you can't outrange them, use (a lot of) small ships (with torpedoes). Don't unload them at the beginning, wait till you get close.
JocaRamiro
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Re: Talking about Weaponry

Post by JocaRamiro »

that makes sense. I suspect it will be a suicide mission for the carrier.
bjgrt
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Re: Talking about Weaponry

Post by bjgrt »

JocaRamiro wrote:that makes sense. I suspect it will be a suicide mission for the carrier.
You will probably need more than one carrier - some of them might survive. ;)
Medway
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Re: Talking about Weaponry

Post by Medway »

Would cloaking help for the fighters? Haven't tried that yet. I guess it depends on the battlestation's radar tech.
bjgrt
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Re: Talking about Weaponry

Post by bjgrt »

Medway wrote:Would cloaking help for the fighters? Haven't tried that yet. I guess it depends on the battlestation's radar tech.
There is no real cloaking, just some (inconsistent) glitches.
JocaRamiro
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Re: Talking about Weaponry

Post by JocaRamiro »

Clearly, I am trying to shortcut the process.

Bit:

What about the case in which your invasion is met by 300+ fighters? I am thinking lasers and shields.
bjgrt
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Re: Talking about Weaponry

Post by bjgrt »

JocaRamiro wrote:What about the case in which your invasion is met by 300+ fighters? I am thinking lasers and shields.
Lasers, Blasters, etc. - preferably the longer range. Bozon gun is the must (on "top"). Have a fast ship and maneuver a lot. In the early game missiles (not torpedoes) are quite effective, but make sure you have enough reloads on board.
FarAway Sooner
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Re: Talking about Weaponry

Post by FarAway Sooner »

This game has a nice series of measure/counter-measure steps in the research tree that keep from embracing one "do this always". Balancing between those is part of where the enjoyment is, and the game does a very good of introducing new components in the mid- and late-game that can really change strategies. Energy weapons are generally the easiest to play, BUT:
  • Plasma Torpedoes give fast-moving fighters and bombers enough punch to take down capital ships or especially base stations very cheaply. Even at medium ranges, high speed can help fighters to evade a lot of energy weapons fire.
  • Beam weapons are good for punishing small, fast-moving craft (e.g., fighters and missiles).
  • Missile Traps introduce yet another wrinkle.
  • Plasma Cannons have the best range and a nice Alpha Strike, but as range gets bigger and ships get faster, projectile speed starts to matter a lot too.
  • MIRVs can do a real number on fighters and bombers.
  • Replacement Fighters are much easier to rebuild at front-line depots--trying to build a replacement Frigate or Destroyer at a newly conquered world that only has 3 factories and an orbital dockyard will take 20 years or more.
  • Different shield types can do a lot to change the calculation here in a hurry!
I'd concur that energy weapons are generally the best, but there are times when they aren't. Hope that helps!
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