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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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Thanked 33 Times in 31 Posts
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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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January 6th, 2004, 02:52 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Torpedo question
P&N, Devnull and Adamant all have them with bonuses to hit. Devnull gives no bonus to AM Torp, and +10 to all QT. Adamant and P&N give +15 to AM Torp, and +17 to +25 to QT.
[ January 06, 2004, 00:55: Message edited by: Imperator Fyron ]
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January 6th, 2004, 04:01 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
I modded torpedoes in Proportions mod. I think the main change was to simply increase damage from pathetic to respectable. I might have increased their supply usage a bit too. The low-level ones are even good in Proportions on a cost-efficiency basis. I know many players like to increase torpedo accuracy based I guess on the notion that "they're guided", but I tend to like them more as a hard-hitting weapon.
The unmodded torps are pretty contemptible in my opinion. It's very hard to find good things to say about them, especially at low levels. Only the "first shot wipeout" or "hit and run" aspects seem to have any chance of giving them any advantage over other weapons.
PvK
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January 6th, 2004, 04:04 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Torpedo question
Forgot to mention that I increased their range as well in Adamant. Didn't think they needed a damage boost with both range and to hit increase...
[ January 06, 2004, 02:05: Message edited by: Imperator Fyron ]
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