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A couple of point defence questions
I feel like I should probably know this alerady but;
If I have a ship loaded with PD; 1. Do combat sensors improve the likelihood of hitting seekers or fighters? 2. Do I need Multiplex-Tracking to fire at more than one see/fighter group ? Thanks. |
Re: A couple of point defence questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>1. Do combat sensors improve the likelihood of hitting seekers or fighters?<HR></BLOCKQUOTE>
Yes. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>2. Do I need Multiplex-Tracking to fire at more than one see/fighter group ?<HR></BLOCKQUOTE> No. |
Re: A couple of point defence questions
Note:
PD does not use up any of your multiplexing count when it fires. ISTR that PD will not fire if your multiplexing has already been used up. IE. If you have a multiplexing of 1, firing at a ship, then trying to (manually, possibly the automatic too) use PD will fail. Using the PD, then firing on the ship works. 1) Unmodded PD has an absolute minimum To-Hit of 70%. So the effect on PD is minimal. It helps tremendously when trying to hit fighters with your main guns, though. |
Re: A couple of point defence questions
seems to me then that a PD ship should have something like a Napalm bomb in addition to the PD cannon, so that it is prevented from running away in cmbat, but has nothing that can target enemy ships. Hmm, but will this cause it to break formation and run for a planet on it's own ?
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Re: A couple of point defence questions
I always place a weapon on the pd to match what ships it is defending.
If it is missle ships then place a missle on their. Always keep the pd around the same range as the ships it is defending. Set ship to max range. Stir in 2 cups of flour and a pinch of salt. ------------------ Utinam logica falsa tuam philosophiam totam suffodiant! |
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