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the never disappearing topic of fighter management
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Author:  cloaked [ 16 Sep 2007, 02:39 ]
Post subject:  Re: the never disappearing topic of fighter management

I've actually had success sending my entire int swarm to attack incoming vay emp scouts. Since int fire from further away than emp, half the scouts were dead before they fired their emp bombs which did nill since their wasn't enough emp bombs to hurt me. I'd like to try this again to verify.

Author:  Doc [ 16 Sep 2007, 12:42 ]
Post subject:  Re: the never disappearing topic of fighter management

You have to get it to only 2 scouts or less, any 3 scouts [of 3 unit sqauds] will be enough to disable. So works pretty well vs someone using single EMP squad.

Author:  DivinerSage [ 29 Sep 2007, 08:35 ]
Post subject:  Re: the never disappearing topic of fighter management

I know this is extreme but I queued up a MASSIVE amout of scouts to be produced by my productions ships and when they emped I retire em if they were near docking point and it makes you pull off about 2X as many emps as normal in tight situations. I only do this for very short periods of time.

Author:  Hideki [ 29 Sep 2007, 08:41 ]
Post subject:  Re: the never disappearing topic of fighter management

yeah, but u cant pump anything else while doing that, you could just pump 18 scouts and use 6 by 6 (3 teams, 20 seconds each) in rotation and it'll prolly last a while ;) though i never did it.

Author:  cloaked [ 29 Sep 2007, 22:53 ]
Post subject:  Re: the never disappearing topic of fighter management

DivinerSage wrote:
I know this is extreme but I queued up a MASSIVE amout of scouts to be produced by my productions ships and when they emped I retire em if they were near docking point and it makes you pull off about 2X as many emps as normal in tight situations. I only do this for very short periods of time.

I've seen people do this a lot to slow down swarms, w/ flak this works very good.

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