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Re: SEV early game battle strategy vs. SEIV
I agree completely that it is reasonable behavior. That's why I am surprised. The stock AI in SEIV rarely acted that realistically.
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Re: SEV early game battle strategy vs. SEIV
LOL, true, very true!
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Re: SEV early game battle strategy vs. SEIV
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Just not too many, since the demo crashes when a large group of fighters all fire at the same time. http://forum.shrapnelgames.com/images/smilies/wink.gif As for the OP, I'd guess your problem probably comes from the missiles. What unfortunately seems to happen in SE5 is that the AI will unload all it's missiles at the first target to enter firing range. I've had cases where a planet capable of launching 100 missiles at a time has been attacked by frigates that die after one or two hits. But what ends up happening is the first frigate to enter range gets 100 missiles launched at it, and the others close to firing range while the missiles are reloading. End result is usually one dead ship and a glassed planet, which is kinda crap, given that the planet theoretically had the ability to wipe out the entire attacking force before it entered weapons range. |
Re: SEV early game battle strategy vs. SEIV
Hmm, all this sounds rather buggy/unbalanced ... I would have expected better balance/more sensible combat in this 5th SE installment http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: SEV early game battle strategy vs. SEIV
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Re: SEV early game battle strategy vs. SEIV
Should planets actually get more defense penalty than, say, a space base or satelites? I mean, sure, you can hit a planet easily enough, but trying to hit a tiny installation on the planet is alot harder.
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Re: SEV early game battle strategy vs. SEIV
I refer you back to said SE modding community. http://forum.shrapnelgames.com/image...ies/tongue.gif
Seriously though, the planetary defense penalty is good in the sense that I'm sure I'm not the only one who watched in horror as one of their ships closed in on an enemy planet, fired all it's weapons... and missed completely. Nor, I'm betting, am I the only one who cried "You missed a planet?! How can you miss a planet?!!" But I do think there should be some representation of the fact that while it is very easy to hit a planet, it's a fair bit trickier to hit a specific target on a planet. I can't think of how that might work though. Maybe planets should have a large amount of leaky armor, thus making it so that while you may be guaranteed hitting the planet, hitting a weapon's platform or population in general would become considerably harder. |
Re: SEV early game battle strategy vs. SEIV
Well, the animation just needs to show the shots hitting the _planet_, but whether or not that does damage to anything meaningful, should be another matter.
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Re: SEV early game battle strategy vs. SEIV
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Re: SEV early game battle strategy vs. SEIV
Maybe it's just me, but why go for larger hull sizes when you can mput Heavy mounts on a level 7 frigate?
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