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  #1  
Old November 16th, 2003, 08:35 PM
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Default Re: Torpedo question

Torpedoes cannot target fighters. That is actually an advantage in larger fleet battles (given that you have enough PD, of course). While APB or PPB ships waste shots on fighter stacks, torpedoes will deal with the real threats (i.e. ships). So they are, in a sense, 'cannon fodder skipping' weapons.
I ran some tests a while back that showed if fighters are involved, the battle can swing decisively in favor of the torpedo using fleet.
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  #2  
Old November 16th, 2003, 09:06 PM
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Default Re: Torpedo question

This topic has turned out to be one of the best strategy threads I have read in a good long long time.
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  #3  
Old November 16th, 2003, 09:48 PM

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Default Re: Torpedo question

My problem with using Max Range strategy was with the combat AI of my ships in strategic combat. In this game I had some fairly decent APBs with much better range than the low-level PPBs that this particular AI enemy had. Neither of us had much in the way of shields, so the shield penetration of their PPBs was not really a factor. I figured to take advantage of that range difference by setting my ships to Max Range, thinking that I would be making hits on the enemy while staying out of their range entirely. Big surprise! My fleet was destroyed with almost no damage to the enemy, so I ran the Replay to find out what happened.

Our ships had started combat all mixed together, and the problem was that my ships were all scrambling to get away to max range, meanwhile getting the snot pounded out of them. Instead of firing while up close, and then seeking to move away to max range, my ships were moving away, then firing from the increased range, with reduced damage and chance to hit. Then the enemy would move up close and paste my ships from short range. Repeat a few times, and my fleet was gone.

I hope in SEV we get some smarter combat AI, that will fire the guns while at best range in the maneuvers. That may be before moving if you are trying to move away, or after moving if you are trying to get closer, or in mid-move if doing a hit-and-run with fighters - but not at your furthest point from the enemy!

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Old November 17th, 2003, 03:47 AM
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Default Re: Torpedo question

An awful starting position can make all the difference. It seems to me though that usually Max/Don't Get Hurt does fire before moving away, so I'm not sure what occurred in your situation to make it move and then fire from further away.

The tac AI can do some other silly things sometimes. The Max Range strategy can also be messed up when a ship ends up running away from the ship it's firing on, but towards other enemy ships, when it doesn't have to. And many other weird possibilities.

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Old November 17th, 2003, 04:15 AM

Taera Taera is offline
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Default Re: Torpedo question

Rollo: check "Do Not Fire On" setting in strategies, this isnt a point to focus on

Max Range - max range is a small to med fleet strategy, assuming you have equal or greater speed. the best results are when you start in a loose formation and have time to close in. for close quarters.. go short range
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Old November 17th, 2003, 11:08 AM

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Default Re: Torpedo question

Quote:
Originally posted by PvK:
An awful starting position can make all the difference. It seems to me though that usually Max/Don't Get Hurt does fire before moving away, so I'm not sure what occurred in your situation to make it move and then fire from further away.
No, I've seen this too. Ships on Max run away, THEN shoot. Ridiculous.
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Old November 17th, 2003, 04:19 PM
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Default Re: Torpedo question

Targeting selection can also affect ship firing/movement order. Unless you use "nearest, nearest..." ships may try to reach some far away ship and fire after movement. Sometimes it can give the impression "run away and then fire".
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