View Full Version : Combat issues
Narrew
April 7th, 2003, 09:16 AM
I am fighting an enemy that has alot of seeker/fighters so I made some Escorts with just point defense to help my existing fleet. I have default orders to attack nearest seekers/fighters/sattlites but in the fleet they are in have optimal firing range. Well the Escorts end up running out to the edges *sigh* that dont help me at all. Also my fleet wont stay in formation is there anything I can do?
SgtBigG
April 7th, 2003, 09:57 AM
If you don't put an offensive weapon on a ship it will run like a Frenchman. I like to use LC with PDC and a Capital Missile.
g
steveh11
April 7th, 2003, 12:04 PM
Yup, I build them too - I use them to escort All_Cap_Missile Battlecuisers in to take homeworlds out when playing Proportions...
Steve http://forum.shrapnelgames.com/images/icons/icon7.gif
oleg
April 7th, 2003, 02:00 PM
In proportions, it is very difficult to hit fighters even with PDC. I recomend build two different ships - one with PDC against seekers and another with point-defence beams against fighters. But the best anti-fighter weapon is still another fighter !
JLS
April 7th, 2003, 02:14 PM
Originally posted by oleg:
In proportions, it is very difficult to hit fighters even with PDC. I recomend build two different ships - one with PDC against seekers and another with point-defence beams against fighters. But the best anti-fighter weapon is still another fighter !<font size="2" face="Verdana, Helvetica, sans-serif">True; Point Defense Beam has a better to-hit 55-70, but the power is primarily a extremely small fraction to that of the PDC. 65 PDC vs 17 PDb
As Narrew asked for the best way to set up a multipurpose escort ship to combat against Seekers, Sats and Fighters, he/you may find level 4 or 5 PDCs, still your best choice
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[ April 07, 2003, 13:45: Message edited by: JLS ]
JLS
April 7th, 2003, 03:16 PM
Originally posted by oleg:
But the best anti-fighter weapon is still another fighter !<font size="2" face="Verdana, Helvetica, sans-serif">Agreed http://forum.shrapnelgames.com/images/icons/icon7.gif
geoschmo
April 7th, 2003, 03:51 PM
I have nothing constructive to add to this conversation. I just have to respond to this though...
Originally posted by SgtBigG:
If you don't put an offensive weapon on a ship it will run like a Frenchman.
<font size="2" face="Verdana, Helvetica, sans-serif">ROFLMAO!!! http://forum.shrapnelgames.com/images/icons/icon10.gif
Narrew
April 7th, 2003, 07:57 PM
Thanks folks.
JLS
April 8th, 2003, 01:43 AM
If playing Proportions, for example.
[F3] Escort Hull; speed equal to fleet
One small mount weapon 15kt (ea. lvl 1 DUC)
A few PDCs
[F11] Add strategies for {Escort}.
firing:
*Use Type before targeting priorities.
1- Fighters
2- Seekers (on us)
3- Sats
4- Seekers (on others)
5- Drones
Etc./NA
Don’t Fire in types:
Set all but above
This should work well for you, cheap and effective on missiles, fighters, Sats and drones!!! http://forum.shrapnelgames.com/images/icons/icon12.gif
[ April 07, 2003, 15:01: Message edited by: JLS ]
JLS
April 8th, 2003, 05:10 PM
Originally posted by oleg:
In proportions, it is very difficult to hit fighters even with PDC. I recomend build two different ships - one with PDC against seekers and another with point-defence beams against fighters. But the best anti-fighter weapon is still another fighter !<font size="2" face="Verdana, Helvetica, sans-serif"> Originally posted by JLS:
True; Point Defense Beam has a better to-hit 55-70, but the power is primarily a extremely small fraction to that of the PDC. 65 PDC vs 17 PDb
<font size="2" face="Verdana, Helvetica, sans-serif">Oleg, I never put much credence on the Proportions Point Defense Beam, so I took your suggestion.
Thanks, I was wrong.
Now there will be at least one PDb on my escorts. They never miss the fighters, and they do shore up my PDC Escorts arsenal.
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[ April 08, 2003, 16:17: Message edited by: JLS ]
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