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Jamming and Swanks


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Swankmine-layer good or bad idea
Good basic idea
66%
 66%  [ 2 ]
Bad idea altogether
33%
 33%  [ 1 ]
Needs some adjustments
0%
 0%  [ 0 ]
Total Votes : 3

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Sparks
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 Post Posted: Tue Jan 24, 2006 2:22 pm    Post subject: Jamming and Swanks
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[Edited]:

Swankmine-layer (or long-range jammer)
Class 1: 0/50 : 50mp
nanite tech
needs leadership reaserch

effects:
1. releases 10 plasma torpedoes 0/1 into class 2
1a). Each plasma torpedo jams one class3 ship. (this way cruisers, dreads/similar ships with torpedoe intercept systems will not be effected)
2. Self-destructs causing huge emp pulse which jams all class3 ships in class 1 sub-battle.
3. If Ship attacked by a cyclops it instantly jams it.
3a). If plasma torpeodo attacked by apollo cruiser, apollo is instantly jammed.

It needs some adjustments but what do u lot think???

This ship was initially brought in to be against swanks but it really is acting against apollos and cyclopses.


Last edited by Sparks on Tue Jan 24, 2006 8:55 pm; edited 3 times in total
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kamekaze6
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 Post Posted: Tue Jan 24, 2006 2:34 pm    Post subject:
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1: i don t think jamming lasts the whole battle.
2: build evaps emps or cruisers and deal with swanks properly. don t try to change the rules in order to suit yourself

If u can t beat em join em and start using swanks urself. Swanks are not as easy to use as u think, u gotta avoid large class 3 and guess whether or not your enemy has emps or evaps
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Leonidas II
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 Post Posted: Tue Jan 24, 2006 5:50 pm    Post subject:
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i fully gree with kame you can't change rules to your on benefit

and also the fact that swanks are tricky is true

you can avoid large amount of c3 but not the evaps or emp-vessels
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Vrictus
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 Post Posted: Tue Jan 24, 2006 6:19 pm    Post subject:
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or build sodding plasma gunships

not hard

if you cant build them...

tough shit
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mjx1
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 Post Posted: Tue Jan 24, 2006 6:22 pm    Post subject:
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there are plenty of ways too destroy a swank allready
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Leonidas II
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 Post Posted: Tue Jan 24, 2006 6:29 pm    Post subject:
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large amount of c1 or c2 will do the job too if you don't have any other ships than the starters

but if you want to play safe build a lot of cruisers
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mjx1
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 Post Posted: Tue Jan 24, 2006 6:33 pm    Post subject:
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plasmas are ok for the job
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Leonidas II
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 Post Posted: Tue Jan 24, 2006 6:36 pm    Post subject:
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noobs can't build them instantly and not every1 can build them
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mjx1
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 Post Posted: Tue Jan 24, 2006 7:02 pm    Post subject:
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good point but i think this guy isnt a noob i think his a swankbuster http://www.spacetrace.com/forum/viewtopic.php?t=4783&postdays=0&postorder=asc&highlight=swankbuster&start=0
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Sparks
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 Post Posted: Tue Jan 24, 2006 7:08 pm    Post subject:
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It isnt just against swanks. Its aimed at long rang ships such as the cyclops or apollo cruiser mainly.

And it doesnt destroy these ships just makes them ineffective.
It is ineffective against cruisers, warcruiser, dreads, and pretty much all the rest of the class 3s that have short range function.

I was going to ad an sd function for the main ship and have it costing quite a bit of manpower e.g. 120 to 200 (since it can save 80-100mp and be able to get a further 60++mp as the battle progresses). The torpeodes sd after fleet battle and can only jam 1 ship.
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mjx1
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 Post Posted: Tue Jan 24, 2006 7:11 pm    Post subject:
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maybe u should have put it through the "request new research" or as i call it the battle sigint i dont know why
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Jort
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 Post Posted: Tue Jan 24, 2006 7:20 pm    Post subject:
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i think that Spyder was the Swankbuster
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Leonidas II
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 Post Posted: Tue Jan 24, 2006 7:49 pm    Post subject:
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mjx1 wrote:
plasmas are ok for the job
oh another thing plasma's are 92 Mp cruisers 60 MP they have the same lp so...
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Sparks
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 Post Posted: Tue Jan 24, 2006 8:45 pm    Post subject:
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I edited the details of the first post regarding the ship I propsed so u can see its stats better.

Initially I wanted it only attacking apollos and cyclopses and I was having trouble finding a way in 'request new research' to do this, but since the jamming effect lasts only 1 sub battle, having 10 plasma torpedoes jamming 1 ship each I should get it to work. Have 2 points about this ship:

1. Also this ship will only jam in class1 battle and the plasma torpedoes can only jam in class 2 battle. Therefore no effect in class 3 battle. Here apollos and cyclopses can work as normal. (i.e. takes away multiple effects u get if u use them in swank fleets). (It uses the trigger options for its anti cyclops/apollo effects)

2. This ship would also be effective when sending two fleets. Fleet 1 to take out class 1 and 2. Fleet 2 to attack class3. This is where its non-antiswank abilities lie.

With these two points in mind any suggestions on how many mp?
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Sparks
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 Post Posted: Tue Jan 24, 2006 10:01 pm    Post subject:
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PS I have posted the ship under the name of Firecracker for u to have a look. It hasnt come out thru 'new research' facility as I would have liked.

I cant seem to get it to only jam the cyclops on cyclops' destroy action.
Need a similar action for the torpedo and apollo.
Also need to find a way to stop cyclops/apollo from its action before it has started. Otherwise only way would be for a reconstruction of destroyed ships.
Anyone know how to do this.

PPS this ship costed 8 credits!! to build both firecracker and torpedo!!!
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Spyder
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 Post Posted: Wed Jan 25, 2006 4:22 am    Post subject:
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I still am the swankbuster
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Champion
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 Post Posted: Fri Jan 27, 2006 7:06 am    Post subject:

i dont jam that mucjh but i swank alot so...
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