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  #1  
Old February 4th, 2001, 06:33 AM

doctorcheese doctorcheese is offline
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Default Imbalance: missiles v beams

Hey folks,

I'm loving this game, though I am finding something that makes not love it as much. It seems that missiles are just way too powerful versus beam weapons. I have a game where all of the AI's are using missiles mostly, and I am forced to as well, because even my best Cannons only have a range of 7. Their missiles have huge ranges and huge power.

There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.

Am I off my rocker on this? Can this be changed to balance things out?

DrCheese
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  #2  
Old February 4th, 2001, 06:41 AM
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Noble713 Noble713 is offline
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Default Re: Imbalance: missiles v beams

More point defense and missiles won't be a threat anymore. Fill entire destroyers and light cruisers with PD.
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  #3  
Old February 4th, 2001, 06:43 AM

Emperor Zodd Emperor Zodd is offline
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Default Re: Imbalance: missiles v beams

Put 2 Point defense cannons on each of your ships and see how much better you will do in battle.
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Old February 4th, 2001, 07:17 AM

Sinapus Sinapus is offline
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Default Re: Imbalance: missiles v beams

Ah, so maybe you don't want to increase seeker speed like I have? If you have point defense, you can blunt the attacks. The increased speed just makes sure they only get one shot before they impact.



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  #5  
Old February 4th, 2001, 07:50 AM

Zanthis Zanthis is offline
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Default Re: Imbalance: missiles v beams

doctorcheese wrote:
quote:
There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.

Actual, there is only one beam weapon: Phased Polaron Beams (PPBs). These weapons are better than every other beam weapon except a (very) few racial-tech weapons. Research Physics twice and then Phased weapons. Ta-da, you now have the best beam weapon in the game. You should be able to get these by turn 25 or so with most game settings. Enjoy.

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  #6  
Old February 4th, 2001, 07:52 PM
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Default Re: Imbalance: missiles v beams

Consider using carriers? Missiles can't target fighters...

Do research PD, and use fleets with overlapping fields of PD fire (currently, since the distance function is $L_{\inf}$, I prefer wall -- almost all of my ships will be able to simultaneously commence firing at any given target).

A more long-term goal is to research propulsion and stellar harnessing. Solar Sail III + 6x Quantum Engine --> 12/6 speed, which will match any missile in the unmodified game (only plasma IV/V can go 6, IIRC. And you really don't need QE; the level below it + Sail III gets you 11/6 due to rounding). Then use a variant of the Maximum Range strategy, with "Maximum Range/Don't Get Hurt" as the movement strategies. If you're a Propulsion Expert race, you can even be *faster* than the fastest missiles (13/7 in a BC hull; BB drops you to 12/6, even a DN will be 11/6 -- still as fast as a Plasma IV/V).

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Old February 5th, 2001, 01:11 AM

God Emperor God Emperor is offline
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Default Re: Imbalance: missiles v beams

As I have mentioned in another thread, I have enabled point defence at game start (but made subsequent researching a bit more expensive). This means that missiles (and fighters) have to be employed in mass to achieve results.
In order to make the AI more challenging, I have altered their DesignCreation files so that they have to include 2 PD per 100kT of ship and have decreased the space requirement for AI PD....
The AI opponents are much tougher to knock over......
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