|
|
|
|
|
April 21st, 2003, 07:55 PM
|
|
Sergeant
|
|
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Anti-Matter Torpedo
Quote:
Originally posted by Taera:
fyron, if a ship has a lot of cannons it will skip about 6 and then fire at next target. tested.
|
Could you elaborate?
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
|
April 21st, 2003, 11:05 PM
|
|
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Anti-Matter Torpedo
I think they're just talking about the damage threshold in strategy firing tactics. Multiplex tracking works under AI control in the current patch, so it will shoot until it reaches the indicated percentage, and then switch to a target that is not damaged to that point yet.
PvK
|
April 22nd, 2003, 05:28 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Anti-Matter Torpedo
What if the target is destroyed before the damage threshhold is reached? Does the ship fire the remaining weapons that would have been fired at that target on the new one, or just leave those weapons idle?
|
April 22nd, 2003, 12:38 PM
|
|
Sergeant
|
|
Join Date: Feb 2003
Location: Finland
Posts: 392
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Anti-Matter Torpedo
Quote:
Originally posted by Phoenix-D:
"Even in the warp point range has meaning, though less than normally. I would suggest strong weapons with low range for use in warp point, like ripper beam."
Careful with this. If a large enough defending fleet and attacking fleet fight, you may find that some of the attackers are out of range when they warp in.
Ripper beams are powerful, but only if you can close the range.
Phoenix-D
|
The thing with large fleets is, that when they are big enough, they tend to be on the range at the beginning. Especially in the warp point, the starting distance is point blanc. Just yesterday I saw one combat where 100 ship fleet went through warp point and ended up in a place where was over 100 enemyships, planet, and some battle stations. The warping fleet was located in the middle and waiting enemyships were all around the intruder fleet. So, I say that range has not much meaning in the warp point, especially when you have enouhg targets just beside you.
[ April 22, 2003, 11:39: Message edited by: Karibu ]
__________________
If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
|
April 22nd, 2003, 09:34 PM
|
Major
|
|
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Anti-Matter Torpedo
Quote:
Originally posted by Imperator Fyron:
What if the target is destroyed before the damage threshhold is reached? Does the ship fire the remaining weapons that would have been fired at that target on the new one, or just leave those weapons idle?
|
Weapons that have not been fired are available for the next combat round IIRC. However, I don't know exactly about the algorythms involved when multiplex tracking is involved.
I remember with SEIII you could set the amount of "damage" that each ship was targeted, but I don't think you can w/ SEIV. Too bad - I liked that feature.
|
April 22nd, 2003, 10:46 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Anti-Matter Torpedo
I think there is a damage setting. Check the strategies editting window.
|
April 23rd, 2003, 02:13 AM
|
|
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Anti-Matter Torpedo
There is a damage setting, but Taera says it doesn't work as you might expect, and recommends experimenting with 20% and 80% settings - he says 20% works better.
As of Gold Patch 3 though, multiplex tracking is working rather well. My impression was that no firepower was being wasted as long as targets were available.
And yes, SE3 target assignment is a much cooler system. Too bad it wasn't kept in SE4.
PvK
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|