Bebop Cola -> RE: Carriers - automatic Fighter rebuilding (6/18/2013 6:20:42 PM)
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Maybe I'm misunderstanding you, but the point I'm making about interceptors attacking ships is that they're zippy and fire relatively often. It's not about shield recharge cooldown, it's about as near to constant damage as possible to prevent the shield from recharging at all in between shots from the big guns on ships(or bombers). If your ship fire rate is slow, and especially if your opponent shield recharge rate is fast, then interceptors can fill the gap. Bombers can too, but they're a bit slower than interceptors so don't hit quite as often. It's not about cutting through the shields, it's keeping the shields where they were at when the big ships last hit them. Hit and run works to clear the system of bases and defenders. You can quickly jump in and out of system to dodge defenders, or within system to hit isolated defenders. For example, I tend to focus a bit more on long range weapons and especially missiles/torpedoes. I'll queue my attack vessels to launch a volley at one ship, then target the next ship, and so on to spread the destruction as widely as possible. If it starts turning in to a slog, I retreat and regroup. Once that's done, even a hit and run fleet is sufficient to blockade a planet with no star port to fire back, and is quick to escape if a more powerful fleet comes in to dislodge them. If you're not at war, you don't have anything to fire at or to fire back at you, so you can blockade a planet or base with anything. I don't see a point in designing to besiege a base or planet.
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