Flail and Hammer complex - Poor, Enough or Overkill?

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NewtSoup
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Flail and Hammer complex - Poor, Enough or Overkill?

Post by NewtSoup » Tue, 17. Feb 09, 15:32

Just been pottering about and come up with this:

Flail and Hammer Production Complex

I was wondering if someone more experienced could tell me if it's about right or overkill or not going to last.

According to the calculator (for those who don't want to follow the link) it produces

30 flails and 20 hammers (presumably per game hour) from 5 fabs per missile type.
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Summer.Rain
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Re: Flail and Hammer complex - Poor, Enough or Overkill?

Post by Summer.Rain » Tue, 17. Feb 09, 15:34

Luke Skyscraper wrote:Just been pottering about and come up with this:

Flail and Hammer Production Complex

I was wondering if someone more experienced could tell me if it's about right or overkill or not going to last.

According to the calculator (for those who don't want to follow the link) it produces

30 flails and 20 hammers (presumably per game hour) from 5 fabs per missile type.
Looks like you can start a galaxy wide war :)

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Re: Flail and Hammer complex - Poor, Enough or Overkill?

Post by Stars_InTheirEyes » Tue, 17. Feb 09, 15:43

Luke Skyscraper wrote:Just been pottering about and come up with this:

Flail and Hammer Production Complex

I was wondering if someone more experienced could tell me if it's about right or overkill or not going to last.

According to the calculator (for those who don't want to follow the link) it produces

30 flails and 20 hammers (presumably per game hour) from 5 fabs per missile type.
Which sector are you planning to build it in?

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Post by Kapakio » Tue, 17. Feb 09, 15:45

Somehow the tiny URL does not work for me...

Well, the answer will depend on your frequency and type of usage. You need not more than 40 hammers to kill the shields of practically any capital ship around, and 4 or 5 barrages of flails will be enough to take care of any escorts.

So, unless you are planning to capture 1 or more capital ships per hour, that would be enough.

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Post by Mouseco » Tue, 17. Feb 09, 15:46

I'd be tempted to say maybe weigh it 4-6 in favour of flails, since you always end up firing more of them :)
And its VERY handy to be able to restock a M7M with flails quickly ...

I have a setup which is 10/6 Flails / hammer - And it offers a nice quick turn arround on Flails ... and Hammers ... but I've been known to fire 3-400 flails before I even look at hammers ... Just cause they move fast and 100 WILL kill a M2 .... and than everything else...

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Post by Stars_InTheirEyes » Tue, 17. Feb 09, 15:48

Dont forget you can save money by using Teladi Mines.

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Post by DarkCorp » Tue, 17. Feb 09, 15:48

You could remove one plant of each and add a couple of Tomahawk facilities... Using M8 with M7M is good for you !

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Post by NewtSoup » Tue, 17. Feb 09, 15:51

Thankyou kindly, sorry about the URL, it works fine for me though.

I shall use this complex/loop as the foundation then and expand on it if necessary.

I have not decided where to build it yet, It will likely not actually be a self sufficient loop but more a selection of complexes at the different levels (bio gas complex, bofu complex, crystal fabs complex etc) so that I can pumpy my own goods into the economy while buying what I can at the cheapest prices. So the entire outfit need not be in a single sector.

My Chip and Computer component loops were all put in Antigone Memorial and it's getting a tad laggy there now even with my system lol.

AM is out of silicon now so I couldn't put it there anyway.
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Post by Stars_InTheirEyes » Tue, 17. Feb 09, 16:47

Luke Skyscraper wrote:Thankyou kindly, sorry about the URL, it works fine for me though.

I shall use this complex/loop as the foundation then and expand on it if necessary.

I have not decided where to build it yet, It will likely not actually be a self sufficient loop but more a selection of complexes at the different levels (bio gas complex, bofu complex, crystal fabs complex etc) so that I can pumpy my own goods into the economy while buying what I can at the cheapest prices. So the entire outfit need not be in a single sector.

My Chip and Computer component loops were all put in Antigone Memorial and it's getting a tad laggy there now even with my system lol.

AM is out of silicon now so I couldn't put it there anyway.
What do you think of this- http://tinyurl.com/c97xb5
Its in an unknown sector near Oort Cloud. Totaly Self-suffcient. Only actual problem would be getting there... and towing around all the 'roids.
Costs under 250mil but should completely satisfy the needs of an M7M.

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Post by Merroc » Tue, 17. Feb 09, 16:52

As to your topic title question. Can you ever have an overkill of missiles? Ive personally never had anything big (biggest in X3R ehh, m4?, in TC now recently an M3), but you can never have enough firepower me thinks... Id rather produce 10/hour more and not bother about the costs than think "hmm, shall i fire this missile now?". For that very reason i never used missiles in X3R/X3TC..

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Post by Xmortis » Tue, 17. Feb 09, 18:06

I suspect scrap collectors just follow in the wake of your fleet... picking up debris (exploded ordnance and ship remnants).

Do your part.. build missile factories and help the recycling business.



I have a 2xL Ore and 2xL Silicon complex in Antigone Memorial myself... only producting those products right now. I was tossing around the idea of making it into a Flail/Hammer complex. Still haven't decided yet.

-Xmortis

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Post by Geggo » Tue, 17. Feb 09, 19:05

vbruzual wrote:Somehow the tiny URL does not work for me...
Most likely firewall blocking it, I know mine does.


Anyway on subject, you should build more flails since you will be lobbing them like theyr going out of fashion, hammers you need only against big ships and even then it's like 20-30/ship.

Which is why I build 4 hammers and 10 flails.

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Post by NewtSoup » Tue, 17. Feb 09, 20:13

Okey Dokey, I'll double the number of flails :)
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Post by Gaharay » Tue, 17. Feb 09, 22:38

any difference between the different flail factories from the different races?
As it seems all races sell factories and prices for the factories themself are the same...

http://eng.x3tc.ru/x3_tc_map/ware-list. ... ssile+prod

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Post by Stars_InTheirEyes » Tue, 17. Feb 09, 23:07

Again, look at this http://tinyurl.com/c97xb5.
just look at it. You will probably be blown away by the amount of factoriesit has and the fact that ts self-sustaining.

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Post by NewtSoup » Tue, 17. Feb 09, 23:49

86 factories doesn't suprise me.
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I've already laid 36 down to cover the chips and computer components needed for the hub plot and the Crystals complex I designed earlier today for the same plot needs 186 fabs (self sustaining) and it will still take days to produce what's needed not sure I'd actually go ahead and build it though.
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Post by Snowship » Wed, 18. Feb 09, 00:02

Luke: If you're going to use the M7M alot then I'd at least double the amount of Flail/hammer fabs.


@ 007bradz, what sector are you placing it in that has 150% sunlight?? Cause it doesn't work with 100% :wink:
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Post by ryeeson » Wed, 18. Feb 09, 05:42

i have a question...

If i interconnect my Solar Power Plant to the complex, does the complex consumed the Energy Cell produced by the Solar Power Plant?

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Post by Storm666 » Wed, 18. Feb 09, 07:16

i use 20 flail and 3or4 hammer factories in my complex... and i still run out of flail at times.

one recent jaunt i used about 3-4000 flails, it was 3 sectors patrols travelling thru 3 sectors tho.

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