View Single Post
Old 13-11-2007, 03:46 AM   #11
rlbell
Game freak

 
Join Date: Nov 2005
Location: Calgary, Canada
Posts: 105
Default

<div class='quotetop'>QUOTE(Eagle of Fire @ Nov 10 2007, 10:57 PM) [snapback]318878[/snapback]</div>
Quote:
In the beginning of the game, I always switch the starting weapons for my interceptors to a Stingray (I think it's already there) and I replace the long range missile with the weaker cannon. The smaller Alien crafts don't really need more, and when they get a little bigger I switch to two Stingray missiles. 6X2 Missiles is usually better than 2X3 missiles anyways, even if the long range missiles hit stronger. If they all miss, which may happen, you have nothing to fall back on.

It's only when big aircrafts start to pop up and I go a steps higher in aircraft armament.
[/b]
The only downside to the big missiles (avalanches) is the amount of space that they take up in stores (1.5 points each). Three avalanches do more damage than six stingrays, especially when you factor in the relative accuracy. If you have money and interceptors to burn, you can even use avalanch armed interceptors against battleships (but you have to send them in fours and be prepared to lose some[ keep them minimised, until all four are in position, and then they all attack aggressively]). The long range of avalanches means that you only get return fire from lesser craft if you engage them aggressively. With normal and cautious attacks, only the battleship outranges them. Except for BB hunts, plasma beams are even better.
rlbell is offline                         Send a private message to rlbell
Reply With Quote