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Re: Fight Dirty?
Hmmmm.... In gold, it appears the aggressor appears to have a chance of shooting first. I just posted this in the thread "who shoots first?" a few days ago.
============================================ It gets wierder. Did some testing. I had the enemy sit on the other side of the WP. My ships were faster 13 vs 12. On the next turn, my ships shot first. Tested this a number of times and my ships always shot first. Messed around and added some 12 movement ships to the fleet. They shot first. Went back to 13 movement ships and they shot first. I suspect the defendor normally shoots first when sitting on the WP, but a random element sometimes gives the aggressor the right to shoot first when they are faster. ========================================== The test was done in simultaneous mode. I am making the assumption that a faster fleet may give them the right of shooting first at times. Maybe if I tried a large number of tests, I would have an example of a equal speed fleet or slower fleet coming through a WP would shoot first. |
Re: Fight Dirty?
Ok, that's a relief. I hadn't read your position on the ladder in the description(s) you gave.
In that case, satelites should do you quite well, as should fighters. For the fighters you definitely want the heavy weapons, cause if you've got first shot at point blank range, you'll absolutely waste him Mwahahahahahahahahahahahahahahahahahahahahahahahah ahahahahahhahaahahhahahahahahahahahahaha hahahahahahahahahahahahahhahahahahahahahahahahahah ahaha hahahahahahahah hahahaha (etc...) Somebody else suggested it, but make sure you get those sensors up a few levels. It'll make a huge difference. Oh, and as to the discussion of the armors and cloaking; the 5% bonus to defence is not cummulative though. If you have one or twenty of the stealth armor on your ship, you'll still only get a 5% defence bonus (don't get me wrong, the 5% is definitely worth it though!). You'll want to put both the stealth (5%) and the other special armor (5%) on your ships. Just think - if he comes through the warp point you'll get first shot and destroy a chunk of his fleet, then he'll miss with ~10% of the shots he's got left. [ May 09, 2003, 15:48: Message edited by: jimbob ] |
Re: Fight Dirty?
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Does that mean that his group of 242 small fighters won't be able to hurt ships with that armor? (evil ideas brewing here) |
Re: Fight Dirty?
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Geoschmo |
Re: Fight Dirty?
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Geoschmo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That makes Emissive armor seem utterly pointless considering it's size, resistance, and a damage threshold of /10/ to start. 10?! Is there a gun that does as little as 10? |
Re: Fight Dirty?
"That makes Emissive armor seem utterly pointless considering it's size, resistance, and a damage threshold of /10/ to start. 10?! Is there a gun that does as little as 10? "
No. But it -will- cut 10 points of damage off of every hit. |
Re: Fight Dirty?
A gun that does as little as 10... hmm, you're right! http://forum.shrapnelgames.com/images/icons/icon10.gif
Seriously though, in Gold it's somewhat better, since the emissive rating is actually subtracted from the damage if the damage is greater - so if you get hit by a 280 HP Heavy Mount Wave Motion Gun you only take 270 damage http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Fight Dirty?
But the emissive doesn't stack does it? Logically you should get more protection the more emissive armor you've got, but there needs to be an upper limit... which would be hard to introduce to the game.
Mmmmm, on second thought, maybe it would be good to have emissive armor effects stack, but then limit the number of this type of armor to (for example) 5 per ship. = subtract 50 off all incoming damage. |
Re: Fight Dirty?
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Grrrr. I like emissive armor now, though. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Fight Dirty?
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For example: Level 1 ECM (20%) + Level 1 Scattering Armor (5%) + Level 1 Stealth Armor (5%) + Level 1 Emmisive Armor (10 or less) = 30% defense bonus, -10 damage from all hits. Au contraire: Level 3 ECM (60%) + Level 3 Scattering Armor (15%) + Level 3 Stealth Armor (15%) + Level 3 Emissive Armor (30 or less) = 90% defense bonus -30 damage from all hits In summa: Top-level ECM & Armor will give you an additional 60% defensive bonus, and subtract triple the damage http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif See that 90% defensive bonus? If you put Level Three Scattering, Stealth, and ECM on any ship that has a natural 10% or more defensive bonus, and assuming your enemy doesn't use Combat Sensors, Torpedos, Wave-Motion Guns, or Talismans, that ship will be ***Impossible*** to hit with direct Fire weapons http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif ...all you'd have to worry about is Missiles. And if you think it couldn't get any better http://forum.shrapnelgames.com/image...s/rolleyes.gif , Upgrading all of that takes research in only two Tech Areas: Armor, and Combat Support. |
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