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How to use PROWLERS


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#1 PIX24

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Posted 18 March 2013 - 08:09 AM

I'm very interested in how to use the prowler ships. I played only few games, and I found really difficult using spy drones and time explosives.

The problem with spy drones is that to place them you need to reach the planet (I think...) and every time I try the enemy destroys my prowlers. Same thing with explosives on structures.

I think you should use them when there are no enemy defenses or ships near a planet.
BUT:
-At the beginning: every planet is occupied from the white default team ships;
-During the game: every planet has defenses or ships near it, and 1 ship can destroy 5 prowlers very easily.

Is this problem only mine because I ignore something or do you also have the same problems with prowler?

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Arbiter: There was only one ship. 
Prophet of Truth: One? Are you sure? 

Arbiter: Yes. They called it the "Pillar of Autumn" 
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Arbiter: It fled as we set fire to their planet. I followed with all the ships in my command. 

 

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#2 Defender0

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Posted 18 March 2013 - 08:45 AM

Treat prowlers like you would treat the arcova scout frigate: cheap, expendable, and fast. Timed explosives is a gimmick in vanilla sins so i dont recommend using it as the damage is not worth it for a ship meant to explore enemy territory. As for neutral factions vs prowlers, thats basically saying "how do i survive something that one shots my ship"

Dont get me wrong, prowlers are very useful, just not for combat

#3 Guest_Golly 1st Earl Oxford VC_*

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Posted 18 March 2013 - 09:26 AM

Yeah what Poofender said.

#4 PIX24

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Posted 18 March 2013 - 09:33 AM

Treat prowlers like you would treat the arcova scout frigate: cheap, expendable, and fast. Timed explosives is a gimmick in vanilla sins so i dont recommend using it as the damage is not worth it for a ship meant to explore enemy territory. As for neutral factions vs prowlers, thats basically saying "how do i survive something that one shots my ship"

Dont get me wrong, prowlers are very useful, just not for combat


If I want to place a spy drone in an enemy planet, but there are enemy ships on the planet, is it impossible?

"Your destruction is the will of the Gods... and we are their instrument!"

 

Arbiter: There was only one ship. 
Prophet of Truth: One? Are you sure? 

Arbiter: Yes. They called it the "Pillar of Autumn" 
Prophet of Mercy: Why was it not destroyed with the rest of their fleet? 
Arbiter: It fled as we set fire to their planet. I followed with all the ships in my command. 

 

Parangosky:"Corporal, when's the best time to kick a man?"

Vaz:"When he's down, ma'am. And preferably in the nuts. Hard as you can."

 


#5 Defender0

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Posted 18 March 2013 - 11:19 AM

If I want to place a spy drone in an enemy planet, but there are enemy ships on the planet, is it impossible?


no, in fact thats a good use, scouting out enemy fleets

BUT, dont expect that prowler to last long unless its hauling ass away from the enemy

#6 Defender0

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Posted 18 March 2013 - 11:21 AM

Poofender


I like to make things go POOF :P

#7 KhevaKins

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Posted 31 March 2013 - 09:51 PM

Can we give the prowler or (preferably) the upgrade/special versions (like the Point of No Return or the Port Stanley) an electronic warfare suite. This would make them more useful. One ability could interfere with communication and therefore decreases the range of all hostile ships fleet buffing abilities because they are unable to communicate properly. This seems like a good use of the prowlers and means they are worthwhile to keep at least one in each fleet.
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#8 Jrspartan

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Posted 01 April 2013 - 05:05 PM

Prowlers can be used for multiple things. To help clear mines, to take out structures (I prefer to send a large group of scouts to undefended planets to destroy key structures) to lay probes (if you can't do it with one scout, try a group. If that fails, don't try even more) Soon Prowlers will be allowed to deploy mines as part of ambushes/defenses, so yeah if used properly they are a good asset to have.
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#9 Faced

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Posted 01 April 2013 - 05:21 PM

Prowlers can be used for multiple things. To help clear mines, to take out structures (I prefer to send a large group of scouts to undefended planets to destroy key structures) to lay probes (if you can't do it with one scout, try a group. If that fails, don't try even more) Soon Prowlers will be allowed to deploy mines as part of ambushes/defenses, so yeah if used properly they are a good asset to have.

make sure you research armor and weapon upgrades a lot so they aren't as easy to take out and then they can reek havoc amongst the stars. about 500+ would easily wipe out 4-5 planets if un-matched or not a lot of defenses, but can take out about 3 planets if guarded and using good tactics.

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#10 KhevaKins

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Posted 01 April 2013 - 05:25 PM

I think they should be able to one shot mines. That should be their minimum weapons damage.
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#11 Defkab

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Posted 10 April 2013 - 07:26 AM

I mostly just use the prowlers for the spy drones. You just pop into a system, drop the drone, and pop back out. It's a great way to plan a raid, as you can figure out which side you just pop in at, and your angle of attacks with real time defense updates.

#12 damn_tall_marine

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Posted 15 April 2013 - 01:05 AM

Out of the ten games that I have played, I have noticed some AI's deploying a shit ton of mines, and what I do is just spam about 50-60 prowlers with another 20 frigates and AA corvettes and send them to the planet. Yes you will most likely loose three quarters of that mini fleet, but they will have cleared a large area of mines so that you can jump in the fleet of cruisers and caps that were waiting for that slot. That's how I use the prowler, it is probably not the right way but it works.

#13 HoneyBadger565

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Posted 29 April 2013 - 01:17 PM

Thats the only way you can clear a fuck ton of mines, except I spam corvettes not frigates.

On a different topic, I'd think it would be great to give them a stealth ability and nuclear mines like in the books.

#14 m468

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Posted 29 April 2013 - 02:38 PM

From what has been discused I believe that true "stealth" is impossible due to hard coding....
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#15 mhdalyn

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Posted 01 May 2013 - 03:10 PM

Regardless of it being "true stealth" or not, the invulnerability ability does wonders to increase a scout's survivability without running any risk of making it remotely useful in a fight. The current setup of the mod makes it so prowlers get to explore 1 gravity well before they cease to be, unless they just jump straight backwards as soon as they enter.




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