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Re: Torpedo question
That only works if the enemy is using small fleet sizes Taera. http://forum.shrapnelgames.com/images/icons/icon12.gif Otherwise, it makes no difference (except to make some ships unable to fire) because the ships will be blown up in a single round anyways.
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I made battleships, fairly usual loadout (speed 10, 480kt of weapons (8 Heavy PPBs vs 6 Heavy Quantum Torps), 3 phased-shields V, and both def armors. Tried them out in the simulator... with 25 and then 50 ships per side. I then swapped sides in case that mattered, and did it over again. PPBs won ~ 38 out of 40 fights... [ November 12, 2003, 23:38: Message edited by: spoon ] |
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Perhaps you should test based on equal costs of ships on each side, rather than just equal tonnage of weapons? Give each side as many ships as they can build for 200,000 resources (total), for example.
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actually, my tests were early attempts to find a workable counter to rage's designs - they were the first to use PPB & NSP from early on till end game. I've found out that cost-wise only torpedoes could realy defeat those ships (tests included armor, of course, as well as phased shields and maxed tech)
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NSP is a weak weapon to begin with, only useful in a minor support role. http://forum.shrapnelgames.com/images/icons/icon12.gif
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If you include all resources, then the torps win 4 out of 5 times (44 PPB ships vs 56 Torp ships). If you just compare mineral costs, then PPB ships win most of the time (60 PPB ships vs 63 Torp ships). Question is, then, how much the Rads cost hold up your ship production. Although also important: you might be able to build a decent torp ship one turn quicker than a decent PPB ship just based on the mineral difference (for my tests, PPBs ship cost 17,550 and Torp ships cost 15800. At that point in the game, my shipyards are usually building at about 4500, so the likely answer for me is no...) Torps did better than I thought they would, but I still think they could use a boost, especially if you factor in their research cost... |
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If you include all resources, then the torps win 4 out of 5 times (44 PPB ships vs 56 Torp ships). If you just compare mineral costs, then PPB ships win most of the time (60 PPB ships vs 63 Torp ships). Question is, then, how much the Rads cost hold up your ship production. Although also important: you might be able to build a decent torp ship one turn quicker than a decent PPB ship just based on the mineral difference (for my tests, PPBs ship cost 17,550 and Torp ships cost 15800. At that point in the game, my shipyards are usually building at about 4500, so the likely answer for me is no...) Torps did better than I thought they would, but I still think they could use a boost, especially if you factor in their research cost... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Now test those torp ships against APBs. http://forum.shrapnelgames.com/images/icons/icon12.gif And do some MBs for good measure. |
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Now it all makes sense.
Do you guys play against the computer at all anymore? Also, is there anyway to rename the entire system or do you have to do it one at a time with the 'name' button? |
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I do by nature still play single player because I know no one else who plays the game other than the people here and one friend. But hot seat play is kinda boring.
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Based on Tonnage alone (50 battleships) APB beat MB beat PPB beat Torp beat Null Space. (That's right, MB beat PPB. Never would have guessed that... MB won 6 out of 10). Based on 1,000,000 resources (inc organic and rads), I had the following ship totals: Torp: 56 APB: 53 MB: 50 PPB: 44 NSP: 36 APB beat everything (again) MB beat Torps and PPB and NSP Torps beat PPB and NSP PPB beat NSP NSP didn't beat anything |
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spoon now you should break it down to 80% torp and 20% NSP etc.... for 1 million points... And see what combo will take on the APB and or Last the longest
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im sorry guys, but i dont think you can algorithm this game, as it is simply the reflection of player's mind http://forum.shrapnelgames.com/images/icons/icon7.gif
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nice experiment spoon, but how strong were those ships armoured? as NSP is only good against heavy shielded/armored ships.
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1 bridge, 2 life support, 2 crew quarters 5 jacketed photon engines III 1 solar sail III 1 ECM III 1 Combat Sensors III 1 Multiplex Tracking V 1-2 Point Defense V (some ships had 20kt extra, so I filled it with PD) 1 Stealth Armor III 1 Scattering Armor III 3 Phased Shield Gen III 400 - 420 kt Weapon, Heavy Mount So the total resistance that the NSPs skipped was: 1415 (1125 shields, 290 armor). |
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thanx for this additional information. the results of your experiment look very useful to me. (as I overestimated NSP until now) I dont really like them because of their enourmous cost anyway.
what do you guys think about the temporal weapons? [ November 14, 2003, 22:31: Message edited by: Maerlyn ] |
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Well, don't take them as proof of anything - I only ran each test 10 times, and the simulator is known to be a bit off in its results.
It does, though, make me want to try MBs as a mid-game weapon (instead of PPBs) Though if I get beat down by ships with Shields V, I will never doubt my PPBs again http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
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Another thing for newbies to take into account is that Fryon likes to dogmatically repeat his opinion as if he were absolutely right. http://forum.shrapnelgames.com/images/icons/icon12.gif He's actually wrong about some of the things he's been repeating recently - especially about some of my Posts being wrong. http://forum.shrapnelgames.com/images/icons/icon12.gif
PvK |
Re: Torpedo question
If someone runs more tests, try adding a Shield Depleter as the first weapon on non-NSP ships.
Ships with greater than 1-turn reload times should use Max Range with secondary strategy "don't get hurt", so they don't stick around to get killed while recharging weapons. PvK |
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OK BOYS! Break it up.
Take it outside to a Fyron Is Wrong thread. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Sorry Wardad. I was just exaggerating and teasing Fryon about his exaggerated teases. Staying on topic, I'd say Fryon was either wrong or exaggerating or incomplete about such things as:
"... Baseships, which are extremely innefficient..." - Baseships have some inefficiencies, and some efficiencies. Their strengths can be played so as to make them undeserving of the label "extremely inefficient". "That [Taera: "PvK said you need to ditch the APM or your ships will stick around and get out gunned."] only works if the enemy is using small fleet sizes Taera. Otherwise, it makes no difference (except to make some ships unable to fire) because the ships will be blown up in a single round anyways." - These are exaggerations. Max range with ships that need to reload will tend to improve their effect and survivability, unless there are so many ships that they can't actually move backwards. Also, even in huge/dense ship battles, there are still a significant number of ships which don't get blown up in a single turn. In reply to Ed Kolis: "Hmmm... so if I get what you're saying, weapons with a low rate of fire and long range (like missiles and advanced torpedoes) are really sort of like a damper field that blocks half, two thirds, or three quarters (depending on if you're using fire rate 2, 3, or 4 weapons) of damage, because you only get shot at by the rate-1 weapons when you move into range... Of course that wouldn't work when the enemy has faster engines, but then for assaults against satellites, bases, and planets... " Fryon quipped: "It also does not work very well when the enemy goes the same speed as you either." - Depends on your definition of "very well". It does often have a good effect, even if the enemy has the same speed, because in most cases the resulting range and concentration of enemy ships is reduced during turns where the friendly ships in question are reloading. Now, I'm not asserting that such tactics are enough to tip the scales set by the rather lame torp stats versus the rather good APB XII stats in the unmodded game, but they do have positive effects in many situations. It was clear to me from Fryon's winking smilies (" http://forum.shrapnelgames.com/images/icons/icon12.gif ") that he was teasing and exaggerating, but I thought maybe some newer players might get the wrong idea. http://forum.shrapnelgames.com/images/icons/icon12.gif PvK |
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[ November 16, 2003, 04:25: Message edited by: Imperator Fyron ] |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> The difference is two engines, or ONE greater speed in combat, not two, since combat speed is half of the strategic speed. Yes, it can still make a difference in some cases, IF you are using the Max Range strategy which I was suggesting (and which you were saying was useless). My point on this item is just that this +1 combat speed (or +2 movement speed) isn't enough to make baseships "extremely inefficient". They have advantages and disadvantages, which can be used well or poorly. In some cases they can be an efficient choice. Quote:
Another exaggeration. Two examples are the one you're making me re-explain below, and the example when you have a to-hit advantage over your opponent, so you want to maximize it by prolonging the time that the range is long. A third is when your enemy has shorter-ranged weapons than you do. Quote:
Unless they have an advantage in engine or Solar Sail technology, or the Propulsion Experts advantage... Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> The advantage is that I fired at max range, so on your next turn, you are firing at that same max range while I reload. If I didn't use Max Range, you would be nailing me at much closer range while I was reloading. Also, sometimes there are obstacles, and being at range also often means fewer of your ships will be in range to fire at all, some of my ships which have just reloaded or are just coming in range may now be closer, etc. Quote:
If you do that, as I explained before, you may be pursuing a slightly-damaged ship of mine which is at max range, but to do so, you are missing many shots, and moving to closer range against some of my undamaged ships who are ready to fire at you and retreat. Also, if some of your ships become damaged so that they lose speed but not weapons, they will tend to fall out of range to hit any of my ships, as the battle moves towards me and away from your stragglers. PvK |
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[ November 16, 2003, 07:45: Message edited by: Imperator Fyron ] |
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now this is a really good discussion, I learn a lot from this http://forum.shrapnelgames.com/images/icons/icon10.gif so thanx a lot.
if you ask me: its 2:2 until now, but both of you should try to stick to the assumptions made in the beginning and not bring in possible additional weapons or other components in order to strenghten your arguments. (as both of you did) PVK: Quote:
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[ November 16, 2003, 09:56: Message edited by: Maerlyn ] |
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If you want hidden tricks and slick tactics you will get them with these guys. They are very good at what they do. It is almost frightening how well they know this game and how to exploit the weapons, formations, and strategies of the game.
The thing that I have noticed time and again is that once everyone reaches a certain weapons tech level everyone becomes more or less evenly matched and the dynamic of the game changes from a tech race to who can blow up whos planets first. The only way to gain the advantage once everyone has the advantage of superior weapon technology is to go after their resource supply lines. Fleets seldom engage each other unless they have no choice and the turn after turn is spent in a cat and mouse game of seek and destroy. If you do not anihilate your opponent early on, when you do have the advantage, then you will more likely wish you had after he and you are evenly matched and he begins to pose a sincere threat to your galatic way of life. No plans of universal domination can prepare you for the loss of a huge fleet to a relatively small number of ships, out dated ships that is. So when it happens, its is because the other guy knew a trick that you did not. I call these occurances by names such as: Operation Slick weasle Operation Sneaky Bastard Operation Backstabber Operation I should have seen that one coming. So on and so on. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Oh, and another point... multiplex tracking helps APB ships more than Torpedo ships. The higher damage per shot from the Torpedos can lead to more damage getting wasted in the Last shot that destroys a ship from the Torpedo than you lose from the APB. |
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I was trying to keep the points focused to a few examples of what I meant when I said Fryon was over-generalizing in specific Posts. His Last counter-arguments tend to smear between issues, which would be a bit of work to go back and re-direct.
So, just a few clarfications: * Ya, it's 1 or 2 combat speed difference between baseships and battleships with the same equipment. However, it's still not enough to keep baseships from having certain efficiencies, such as better mounts and the ability to pile about twice as much equipment on per set of other components, etc. My point was simply that they are not "extremely inefficient" - rather, they have some strengths and some weaknesses. * Fryon wrote: "in fact, you were the one advocating using torpedoes against someone using APBs and max range!" Not even! I was just explaining what advantages there were in that style of fighting, while repeatedly saying that I thought they were still a weaker weapon than APB XII so I'd be surprised if it made the difference. What I was arguing about, were Fryon's exaggerations on other details. * He's continuing to miss or dodge the point that while reloading and unable to fire, it's better to be as far away as possible, instead of close. He's either failing to understand what I've explained several times, or hoping no one will notice that he's just repeating an unrelated argument which I agree with, that unmodded APB XII does do a lot more total damage than Quantum Torps. * As for statements about the frequency of battles so huge that all ships are smashed in one turn, etc., that largely depends upon circumstances. In my experience, I've seen many battles where Max Range/Don't Get Hurt has allowed a smaller fleet to defeat a much larger one. I've also watched replays with hundreds of ships in them, where many ships were not destroyed on the first turn they came under fire. Many of course were destroyed in one turn, so it's true that often you don't get a chance to run away, but sometimes you do, and it only takes sometimes to give an advantage, even if a slight one, which is what I had meant to argue. I'd also add a point, that Max/Don't Get Hurt tends to be more of an advantage to the smaller fleet rather than the larger one, since it reduces the amount of contact with the enemy compared to more aggressive movement orders. When you have the advantage of numbers and/or a slight disadvantage in quality, and in many other cases, Optimal/Short/PointBlank can offer advantages, by getting more of your ships as close as possible. PvK |
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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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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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 |
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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 |
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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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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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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 |
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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 ] |
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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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