View Full Version : kamikaze ships
freduk
December 18th, 2003, 01:11 AM
can ships set to kamikaze ram stacks of satelites ???
is there a decent way to prevent kamikaze ships to ram you ships? repulsar beam only works during my turn, so the next turn the kamikaze ships wil simply move towards my ships and crash into them...
Slynky
December 18th, 2003, 01:23 AM
Originally posted by freduk:
can ships set to kamikaze ram stacks of satelites ???
is there a decent way to prevent kamikaze ships to ram you ships? repulsar beam only works during my turn, so the next turn the kamikaze ships wil simply move towards my ships and crash into them... <font size="2" face="sans-serif, arial, verdana">I don't think they can ram sats. On a big ship (battleship or above) a full repulser can push them 12 away. People who play me know I use repulsers more than the average person. Make a few of these, set the class to look for unarmed ships first (if that is what is ramming you) and let them move them out of the way. A heavy mount will push them 12 sectors...usually out of the way for a turn. If you are at the low end of the ships, just try to have larger ships...that helps some.
Grandpa Kim
December 18th, 2003, 03:23 AM
A more direct approach: max range strategy, long range DF weapons, and a combat speed equal to or faster than your opponent's. The object being to never let him get close enough to ram.
TerranC
December 18th, 2003, 05:39 AM
Originally posted by freduk:
can ships set to kamikaze ram stacks of satelites ???
is there a decent way to prevent kamikaze ships to ram you ships? repulsar beam only works during my turn, so the next turn the kamikaze ships wil simply move towards my ships and crash into them... <font size="2" face="sans-serif, arial, verdana">Can you ram stacks of satellites? Yes.
Can you make a strategy that will make your ships ram stacks in strategic combat (I assume this is what you mean by to set)? I haven't the slightest.
The only decent way to prevent kamikaze ships is to blow them out of the sky first; or have lots and lots of armor.
deccan
December 18th, 2003, 06:27 AM
Originally posted by TerranC:
Can you make a strategy that will make your ships ram stacks in strategic combat (I assume this is what you mean by to set)? I haven't the slightest.
<font size="2" face="sans-serif, arial, verdana">You can't in strategic. I've tried and tried and tried. http://forum.shrapnelgames.com/images/icons/icon9.gif Fix in a patch please!
oleg
December 18th, 2003, 03:08 PM
Originally posted by freduk:
.. is there a decent way to prevent kamikaze ships to ram you ships? repulsar beam only works during my turn, so the next turn the kamikaze ships wil simply move towards my ships and crash into them... <font size="2" face="sans-serif, arial, verdana">shield depletor + engine killer can make kamikaze ship unable to catch you.
Maerlyn
December 18th, 2003, 04:50 PM
do engine destroying weapons also deal damage to shields? or do they only work if the shields are already depleted?
If I use the Massive Engine Destroying Weapon found through ruins, and the enemy has got 600 shield points, will my weapon (in case it hits the target):
1. deplete the shield and deal the rest (1k -600) 400 damage to the engines?
2. only deplete the shields?
3. do nothing?
thanx
oleg
December 18th, 2003, 04:53 PM
Originally posted by Maerlyn:
do engine destroying weapons also deal damage to shields? or do they only work if the shields are already depleted?
If I use the Massive Engine Destroying Weapon found through ruins, and the enemy has got 600 shield points, will my weapon (in case it hits the target):
1. deplete the shield and deal the rest (1k -600) 400 damage to the engines?
2. only deplete the shields?
3. do nothing?
thanx <font size="2" face="sans-serif, arial, verdana">engine destroeyrs deplete shields like normal weapons. I think #1 will happen but did't check myself.
rdouglass
December 18th, 2003, 05:17 PM
IIRC engine destroying weapons skip shields and armor (or have I missed a patch note...)
Loser
December 18th, 2003, 05:19 PM
Originally posted by rdouglass:
IIRC engine destroying weapons skip shields and armor (or have I missed a patch note...) <font size="2" face="sans-serif, arial, verdana">They no longer skip shields. Very important.
Loser
December 19th, 2003, 02:31 AM
I'm wondering if the fix might be to not allow this to occur in Tactical. At least then it would be consistant.
Slynky
December 19th, 2003, 02:56 AM
When I answered, I was speaking for simultaneous play. I hadn't considered the other mode since I never play it any longer. http://forum.shrapnelgames.com/images/icons/icon12.gif
And, good luck with getting your ships to work at max range consistantly. http://forum.shrapnelgames.com/images/icons/icon10.gif
PvK
December 20th, 2003, 04:20 AM
Originally posted by Loser:
I'm wondering if the fix might be to not allow this to occur in Tactical. At least then it would be consistant. <font size="2" face="sans-serif, arial, verdana">I'm not wondering. It sucks (makes no sense, is silly, naturally has no basis in realism or science fiction, and is imbalancing) to have ships be able to ram stacks of units.
PvK
Taera
December 20th, 2003, 11:47 PM
SD+ID to not get rammed... how about SD+ID on the ramming side? Did that with an organic race.. (ouch)
Parasite
December 24th, 2003, 01:51 AM
Originally posted by PvK:
It sucks (makes no sense, is silly, naturally has no basis in realism or science fiction, and is imbalancing) to have ships be able to ram stacks of units.
PvK <font size="2" face="sans-serif, arial, verdana">A ship rammed a satellite at least once in Babylon 5. In the final attack on earth. [edit]I have done it in tactical, but a friend tried in in Strat and lost the ships.
[ December 23, 2003, 23:54: Message edited by: Parasite ]
Taera
December 24th, 2003, 11:38 AM
realism-wise it makes sense - the satellite cant dodge away like a fighter would, and its mass would do little damage against the ship. Game-wise however fighter stacks are considered one single mass -- err, 10000kT damage worth hurts
PvK
December 24th, 2003, 07:43 PM
No, people. The problem with ramming satellites is that in SE4, the game puts all satellites in one place, where they can be rammed all at once. Even if one accepts that this is a reasonable abstraction, it still makes zero sense to allow ships to ram all of them at once. If it required one movement point to ram each satellite (or, for the ship to stop, or a limit of one ram per turn), then I wouldn't have much problem with it, but ramming all of the satellites the enemy can deploy, all at once, is just nonsense, just like ramming an entire squadron of fighters with a less-maneuverable ship that's smaller than the fighters would be spread out, is.
PvK
[ December 24, 2003, 17:44: Message edited by: PvK ]
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.