Ack, I don’t mean your aren’t an awesome challenge builder and a great DuelDown player - I’m saying those challenges don’t highlight the thing you want them to because they have other features the detract from the message you’re trying to show. I posted you two challenges (to you privately) 4628117 & 4628119 that are a FML and MWM fleets that take a much more vanilla approach. Meaning a scientific approach (reduction of variables) so you can test or show case your point.
I wouldn’t want you to “handicap” a challenge, but your Anti rush does a better job showing how a lure works than how the main fleet (which should be attacked directly by the rushing fleet) counters a rush fleet. Are you trying to show how to build ships to counter a rush or how to lure a rush away? I thought it was the former, my appologies if I was incorrect.
In your Tribe CL Rush fleet the fighters do more damage than your cruisers. I don’t think you were trying to show case Tribe fighters. In one of my tests my ships would beat your rush, except the fighters kill me. I’m saying that challenge does not make a good demonstration because fighters are ALL purpose. I am saying that fleet does not show off a rush fleet because fighters aren’t rush they’re ANYTHING (except anti missile, and they can be that if they kill the missile ship before it fires).
This is the build of the FML ships:
[config]
name = ch f c pnthr fml
guiname = CH F C PNTHR FML
hull = Federation Panther Cruiser hull
[modules]
0 = cruiser_targetpainter,
1 = cruiser fastmissile,
2 = cruiser fastmissile,
3 = cruiser fastmissile,
4 = cruiser_ecm shock,
5 = cruiser_armour V,
6 = cruiser fastmissile,
7 = cruiser fastmissile,
8 = cruiser crew II,
9 = cruiser_engine V,
10 = cruiser power,
11 = cruiser shield fastrecharge,
12 = cruiser power III,
13 = cruiser_ecm beam,
14 = cruiser shield reflective,
And the MWM:
[config]
name = ch f c pnthr mwm
guiname = CH F C PNTHR MWM
hull = Federation Panther Cruiser hull
[modules]
0 = cruiser_targetpainter,
1 = cruiser missile multiple,
2 = cruiser missile multiple,
3 = cruiser missile multiple,
4 = cruiser_ecm shock,
5 = cruiser_armour V,
6 = cruiser missile multiple,
7 = cruiser missile multiple,
8 = cruiser crew II,
9 = cruiser_engine V,
10 = cruiser power,
11 = cruiser shield fastrecharge,
12 = cruiser power III,
13 = cruiser_ecm beam,
14 = cruiser shield reflective,
From my testing you are 100% correct, MWM will beat FML everytime. I can give FML an advantage by starting them within firing range of each other but MWM won in the long run anyway.