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-   -   DevNull Mod Anti-Fighter Missles (http://forum.shrapnelgames.com/showthread.php?t=23825)

Suicide Junkie May 10th, 2005 03:58 PM

Re: DevNull Mod Anti-Fighter Missles
 
If they were actual missiles with PD's autofiring ability, they would be useless, since every missile on the ship would fire at the first fighter in range.

parabolize May 10th, 2005 05:13 PM

Re: DevNull Mod Anti-Fighter Missles
 
Quote:

Suicide Junkie said:
If they were actual missiles with PD's autofiring ability, they would be useless, since every missile on the ship would fire at the first fighter in range.

lol Can you mod missiles to attack fighters?

I don't use missiles most the time. Sometimes I attack planets with CSM or defend a warp point. If you set your missile ships to point-blank range on a warp point they will target multiple ships.

narf poit chez BOOM May 10th, 2005 05:14 PM

Re: DevNull Mod Anti-Fighter Missles
 
Hello ExSentinel.

Suicide Junkie May 10th, 2005 05:23 PM

Re: DevNull Mod Anti-Fighter Missles
 
Quote:

parabolize said:
lol Can you mod missiles to attack fighters?

I don't use missiles most the time. Sometimes I attack planets with CSM or defend a warp point. If you set your missile ships to point-blank range on a warp point they will target multiple ships.

Carrier Battles mod uses it extensively.
(At least my empire does, and my enemies are starting to counter my "missile buffet" strategy now. Gotta rush some direct fire ships to the front in order to draw fire and make my bombardment ships effective again)

I even had anti-missile missiles in for a while, but unfortunately, they crashed the combat replay generation.

Grandpa Kim May 10th, 2005 06:06 PM

Re: DevNull Mod Anti-Fighter Missles
 
Quote:

spoon said:
What about them do you find over-powered?

Well, let's see...

ExSentinal said:
Quote:

being hit consistently at range 10-13

Parabolize said:
Quote:

anti-fighter missiles ... shoot before it's your turn

At one time (for about 30 turns!) in the Icons game they were my most powerful weapon. They do a tremendous amount of damage for their size at an extreme range to boot! This makes fighters viable only at warp points since they can all be shot down long before they come in range in a mid-system battle. Parabolize is right, though: they are unnecessary in the late game since regular weapons can hit the largest fighters fairly easily.

IMHO the best fix would be to reduce their range to 3 or 4.


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