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November 20th, 2003, 05:20 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Torpedo question
If/when I get some time and inclination, sure, though I'll have to study what's already there.
PvK
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January 2nd, 2004, 10:25 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Torpedo question
This thread has a lot of excellent topics and discussion in it. A must read for any new player.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 2nd, 2004, 10:40 PM
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Shrapnel Fanatic
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Re: Torpedo question
Quote:
Originally posted by PvK:
If/when I get some time and inclination, sure, though I'll have to study what's already there.
PvK
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Had time or inclination yet?
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January 3rd, 2004, 12:16 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Torpedo question
Nope. I had (made myself take) a bit of time and energy, but was more inclined to do other things, such as try to fiddle with improvements to Proportions mod (didn't get very far, unfortunately), playtesting the next SE4 patch beta, running my CMBB campaign, and playing Dominions II.
I will mention an interesting technique I've tried with some success, though. Fleets with just a few ships in them (i.e. 2-5 ships per fleet), in a formation designed to have them operate as an actual team. This allows you to design the ships as a small complementary squadron. For example, you can have an anti-ship ship concentrate on firepower, and then give it 1-4 escorts that will deploy immediately around it and provide support such as PD, or shield buffers or vice versa - if your opponent tends to target largest or most powerful, you can put a large ship that can take a lot of damage (lots of shields, before enemy has shield depleters), with one or more other ships that have all the firepower but won't be targeted because the enemy will favor the "damage soaker". Or other ideas - depends on the enemy. Anyway, I've had some good success with this sort of thing in some situations, particularly in some competetive games where I needed to do something fancy to try to get an advantage. Definitely a micro-management exercise, however.
PvK
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January 3rd, 2004, 05:16 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Torpedo question
Yes, it works fine when you employ less than 30 ships. After that it is a pain to Shift-Attack 10+ fleets
But I like this tactic in Proportions or AIC games where I seldom have too many ships.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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January 3rd, 2004, 09:36 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Torpedo question
Quote:
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and playing Dominions II.
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Do you like Dominions II and if can you tell us little more about the game. (I know it a shrapnel released game, but nothing else.)
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 5th, 2004, 09:37 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
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Re: Torpedo question
I'd like to hear how many of you have modded torpedoes. This is what I changed:
-added +15% to hit bonus
Any other ideas??
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