|
|
|
 |

April 28th, 2002, 03:07 AM
|
Private
|
|
Join Date: Apr 2002
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
just played the demo.. missile question!
Hey all, I just downloaded the demo, played the tutorial and continued until my turn limit hit.
I must say I like the looks of the game except for one thing... combat!
It seems combat is completely dominated by missiles and that direct fire weapons are near useless. All you do is fly around, fire a missile, run from the enemy's missile and repeat. Battles seem long, drawn out, and boring. Not to mention the expensive orbital battery (space station) I created is easilly killed by a tiny ship since it simply shoots and runs!
The other problem is if an enemy gets a single missile tech level ahead of you your in SERIOUS trouble even if your direct fire techs are better.
I am used to games like MOO where missiles have limited shots (1 or 2 per combat) - to me this is a lot more fun - it means you open with missiles, but then close for direct battle.
So that brings me to my questions:
1)Does the massive superiority of missiles go away as tech improves? Do stationary and planetary defenses ever become viable?
2)And is there an option or could one mod in limited shots for missiles (I know you can turn off the whole missile tech tree, but Id rather just limit the shots per battle).
Thanks all,
Jim H.
|

April 28th, 2002, 03:16 AM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: just played the demo.. missile question!
No way!
The missiles are near to useless after the first turns! Believeme!
After research PDC (Point Defense Cannons), and make several ships using this, you will see that the missiles are not good...
|

April 28th, 2002, 03:23 AM
|
Private
|
|
Join Date: Apr 2002
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: just played the demo.. missile question!
OK this is what I figured.. and that shuld make stations more useful too - if they get in range to shoot the station, it can shoot back (unless its guns are crap).
So, missiles are "low tech weapons" that are the best in the beginning but quickly fall behind? This actually makes sense.
What do you researd for PDCs?
|

April 28th, 2002, 03:29 AM
|
 |
Colonel
|
|
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: just played the demo.. missile question!
quote: Originally posted by Sniper99:
OK this is what I figured.. and that shuld make stations more useful too - if they get in range to shoot the station, it can shoot back (unless its guns are crap).
Yes. Also, the space stations have a range bonus for the direct fire weapons. Anyway, usually I dislike to use space stations (I prefer to spend the resources building ships).
quote: Originally posted by Sniper99:
So, missiles are "low tech weapons" that are the best in the beginning but quickly fall behind? This actually makes sense.
Yes. Anyway, some AIs use the Missiles as main weapon during all the game.
quote: Originally posted by Sniper99:
What do you researd for PDCs?
Research Military Science, and after this, you can research PDC.
[ 28 April 2002: Message edited by: Master Belisarius ]
|

April 28th, 2002, 03:38 AM
|
 |
Major
|
|
Join Date: Aug 2000
Posts: 1,246
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: just played the demo.. missile question!
Good thing with stations is that they have enough room for big mounts, giving a nice range bonus and tell you waht, a maxxed out WMG does serious damage. (Of course, it takes up so much space that its ridiculous)
Another good strategy for stations is to save a little space for Last, and then put on some really big repulser beams. Any ship that you can't deal with will get pushed very far away, if you want.
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
|

April 28th, 2002, 06:34 AM
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: just played the demo.. missile question!
Repulser beams are good to use on bases - especially when combined with engine destroying
weapons. Burn his engines and he's just an
immobile target. This works really good at warp points! 
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|

April 28th, 2002, 08:24 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: just played the demo.. missile question!
quote: is there an option or could one mod in limited shots for missiles (I know you can turn off the whole missile tech tree, but Id rather just limit the shots per battle).
This could be modded by increasing the reload time for missiles in Components.txt . There are already several weapons that can only be fired once per battle, with a reload of 30.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

April 29th, 2002, 03:36 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: just played the demo.. missile question!
The other alternative is to increase their supply usage dramatically.
In the latest patch, weapons cease to function when you're out of supply, so with something like 500 supply usage per missile, you'd get 6 shots from a standard ship, no matter how many launchers. Adding one shot's worth of supply to the launchers would make this 6+#of launchers, plus any additional supply storage you've added.
This would be good for a serious Planet Buster missile, or a really tough & powerful ship smasher.
__________________
Things you want:
|
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
|
|
|
|
|