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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! SpaceBadger |
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. PvK |
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 |
Re: Torpedo question
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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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Re: Torpedo question
If you don't use "Don't Get Hurt" as secondary, then ships will hover at the indicated range even when their weapons aren't ready. I believe this is true regardless of rate of fire.
Oleg, I bet you're right about the firing order. I think if you specify "Nearest" (or, say, "Has Weapons/Nearest") as firing priority, with Max/DGH, they'll fire before backing off. What I hate though is when it fires and backs off, but backs off towards a bunch of enemies, when there is a clearly better way to move way from all foes. PvK |
Re: Torpedo question
PvK:
Regardless of your extreme nit-picking over semantics, my arguments are still valid. Quote:
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I never said they had no efficiencies (I in fact mentioned several of them), and that does not even follow from the "extremely inefficient" phrase. Their inefficencies just outweigh the effeciencies in most situations, leading to such a conclusion. Quote:
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[ November 17, 2003, 20:28: Message edited by: Imperator Fyron ] |
Re: Torpedo question
3:3;
your turn PVK! go! go! go!... P.S.: thanx for the flowers once more deccan http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 17, 2003, 20:43: Message edited by: Maerlyn ] |
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