![]() |
Re: Torpedo question
I am on the PvK side. After all. his mod is better http://forum.shrapnelgames.com/images/icons/icon10.gif Hey, hey, just kidding !!! Oleg goes under cover. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Torpedo question
http://forum.shrapnelgames.com/images/icons/tongue.gif His mod is just playable SP. http://forum.shrapnelgames.com/images/icons/icon6.gif
|
Re: Torpedo question
Fryon wrote:
Quote:
I'm sorry it wasn't clear to you what points I was and wasn't trying to make. I don't think we actually disagree on much here, except for what the likely situations are, and therefore which decisions make sense, and which techniques are useful, in unmodded play. I think our play experiences have been a bit different, from our different play styles, and the different games we've been in. There might be a few disagreements about details of the effects of Max Range/DGH tactic, but I'd just be repeating myself, or bringing up more play examples, so I don't see much point in doing that. I don't intend any offense, but one and/or both of us have been failing to follow the other's line of thinking when making counter-arguments on some points. Fryon wrote: Quote:
Maerlyn wrote: Quote:
|
Re: Torpedo question
Quote:
|
Re: Torpedo question
Gee, I prefer Proportions MP to Proportions SP, myself.
PvK |
Re: Torpedo question
I wish I would have gotten into this discussion when it was started. In one of my current games, a race is using Torpedo class ships with APB's. His fleet is set to Max range attacks and thus far he has been very successful with these tactics.
When used correctly Torpedo heavy fleets can be most effective. |
Re: Torpedo question
PkV wrote:
Quote:
Quote:
Quote:
Quote:
|
Re: Torpedo question
Quote:
At first I thought you meant to exaggerate, but now it sounds like you maintain them to be true, within your doctrine, where you assume certain situations and game style choices are the way to go. Apparently this includes expressions like "extremely inefficient" to mean "have disadvantages that make me usually not want to use them, because I don't expect their strengths to come into play". Any misunderstandings others might have about this, they have to pry out of you with lengthy arguments. I don't know of a way to link to a specific post, but below is the text of the email which I thought defined the topic. I wrote: Quote:
PvK |
Re: Torpedo question
Quote:
My "doctrine" is just the mechanics of SE4. nothing special. "Certain situations" are the most common ones given late game, where APB XII and QT V (as well as baseships) come into play. Huge fleets are the rule of thumb; those that split their fleets into many small squadrons tend to get overrun by those grouping their ships into big fleets. Unless, of course, you play high tech start, which is a whole different beast. Note: These are Posts, not emails. [ November 18, 2003, 01:24: Message edited by: Imperator Fyron ] |
Re: Torpedo question
Well if you like dismissive exaggerations:
Perhaps you had more repetitive play experiences in your unmodded SE4 MP game sessions than I did, featuring everyone waiting to have thousands of ships with APB XII before starting any wars. PvK |
Re: Torpedo question
I usually start wars with just a few dozen ships armed with DUCs, sometimes with PPBs... http://forum.shrapnelgames.com/images/icons/tongue.gif Those people that wait until they get APB XII before they start conquering usually get overrun by those that start off their happy-go-lucky conquering sprees earlier.
And, I used no so-called "dismissive exaggerations". [ November 18, 2003, 02:11: Message edited by: Imperator Fyron ] |
Re: Torpedo question
ok guys, thanx once more. and I still would really appreciate more strategy discussions like these!
(like f.e. how do this DUC ships you, Fyron, use in early combat, look like? (given low tech start, no special tech tree selected, and an unmodded game.) I guess light cruisers with Propulsion lvl 1 and mounted DUCs lvl IV, but are you already using armor/combat support/sensors or any stuff like these? are you supporting them with a few Capital Ship Missiles lvl 1 ships? are you going for armor or combat support/sensors or PD first in your tech tree? are you using mine sweepers, as early mine defens is very common, how many mine sweepers do you usually use in the beginning? and so on and so on...) but beside these strategic discussions I would suggest that both of you, PVK and Fyron, end your discussion about "exaggerations", "One-liner emails", "over-statements" and the definition of "extremly inefficient" right here. let me asure you that these was a very nice discussions with an awful lot of good points on both sides, but it is a characteristic of a good discussion that there cannot be a "winner". (and since we have reached the point where both start repeating themselfs IŽd like to call this a tie at this point and end it http://forum.shrapnelgames.com/images/icons/icon12.gif ) however, thanx a lot! and some answers for my questions to Fyron up there would be very appreciated. you can easily rip apart these answers of Fyron, cant you PVK http://forum.shrapnelgames.com/images/icons/icon12.gif (as he will start exaggerating again for sure http://forum.shrapnelgames.com/images/icons/tongue.gif ) [ November 18, 2003, 10:00: Message edited by: Maerlyn ] |
Re: Torpedo question
P.S.
Both Fyrons and PVK's stances on combat work for engagements under 400* ships.... Once you get to the magical 400 barrior forget everything you were doing before. Its a complete new system of fleet setups etc... Due to the fact that the game cannot handle placing all those ships effectivly. This is where the BaseShip vs Battleship really shines if your baseship is designed properlly vs your opponent. As the first 3 to 4 rounds will be complete slugfests. So it is recommended that you punch very hard on the first round. And then soak the damage during the receiving round. For less than 400 If a player is using the BB system against your base ships. Attack him on warp points... This will be to your advantage. If they are using SD 's or the engine one on the APB BB... They will close to a range where your BS will be able to hit the BB and inflict some damage. And always set you base ship to target nearest nearest nearest... with a Point blank then ram stragety. Your shield depleters and engine destroyers will have a greater range and when one ship slows down an enemy BB the next BS will destroy it Another advantage of BS vs BB is that when you lose ships vs happiness... it does not affect it as much as you have less ships http://forum.shrapnelgames.com/images/icons/icon12.gif --- So I believe * -- number picked out of a hat... |
Re: Torpedo question
Maerlyn
PVK and Fryon have been enjoying this style of conversation for as long as i can remember. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Torpedo question
Oleg and PvK (and anyone else), would you like to submit some strategies to the Ultimate Strategies Mod? It would be a great service to the community. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Torpedo question
If/when I get some time and inclination, sure, though I'll have to study what's already there.
PvK |
Re: Torpedo question
This thread has a lot of excellent topics and discussion in it. A must read for any new player.
|
Re: Torpedo question
Quote:
|
Re: Torpedo question
Nope. I had (made myself take) a bit of time and energy, but was more inclined to do other things, such as try to fiddle with improvements to Proportions mod (didn't get very far, unfortunately), playtesting the next SE4 patch beta, running my CMBB campaign, and playing Dominions II.
I will mention an interesting technique I've tried with some success, though. Fleets with just a few ships in them (i.e. 2-5 ships per fleet), in a formation designed to have them operate as an actual team. This allows you to design the ships as a small complementary squadron. For example, you can have an anti-ship ship concentrate on firepower, and then give it 1-4 escorts that will deploy immediately around it and provide support such as PD, or shield buffers or vice versa - if your opponent tends to target largest or most powerful, you can put a large ship that can take a lot of damage (lots of shields, before enemy has shield depleters), with one or more other ships that have all the firepower but won't be targeted because the enemy will favor the "damage soaker". Or other ideas - depends on the enemy. Anyway, I've had some good success with this sort of thing in some situations, particularly in some competetive games where I needed to do something fancy to try to get an advantage. Definitely a micro-management exercise, however. PvK |
Re: Torpedo question
Yes, it works fine when you employ less than 30 ships. After that it is a pain to Shift-Attack 10+ fleets http://forum.shrapnelgames.com/images/icons/icon9.gif
But I like this tactic in Proportions or AIC games where I seldom have too many ships. |
Re: Torpedo question
Quote:
|
Re: Torpedo question
I'd like to hear how many of you have modded torpedoes. This is what I changed:
-added +15% to hit bonus Any other ideas?? |
Re: Torpedo question
P&N, Devnull and Adamant all have them with bonuses to hit. Devnull gives no bonus to AM Torp, and +10 to all QT. Adamant and P&N give +15 to AM Torp, and +17 to +25 to QT.
[ January 06, 2004, 00:55: Message edited by: Imperator Fyron ] |
Re: Torpedo question
I modded torpedoes in Proportions mod. I think the main change was to simply increase damage from pathetic to respectable. I might have increased their supply usage a bit too. The low-level ones are even good in Proportions on a cost-efficiency basis. I know many players like to increase torpedo accuracy based I guess on the notion that "they're guided", but I tend to like them more as a hard-hitting weapon.
The unmodded torps are pretty contemptible in my opinion. It's very hard to find good things to say about them, especially at low levels. Only the "first shot wipeout" or "hit and run" aspects seem to have any chance of giving them any advantage over other weapons. PvK |
Re: Torpedo question
Forgot to mention that I increased their range as well in Adamant. Didn't think they needed a damage boost with both range and to hit increase...
[ January 06, 2004, 02:05: Message edited by: Imperator Fyron ] |
Re: Torpedo question
Quote:
If it might be your sort of game, I'd recommend trying the demo, and/or visiting the forum topic here. PvK |
Re: Torpedo question
Dominions is too complicated in areas that should be simple, and too simple in areas that should be complicated. The interface is one of the worst offenders. Most of the game's information is not presented in a very well designed manner. Too many times am I left wondering "what the hell just happened," "what the hell does this do?" or "how does this work?" There are no global reports to be found, at all. There is no way to tell a territory to repeatedly build some units. You have to click many many times to do so. I have no idea at all how the tax incomes are figured out, and there is nothing in the game to indicate how such is arrived. It seems loosely based on population, but that is obviously not all there is too it. I also have no idea why they seem to vary from turn to turn. The resources my territories have vary over time, for no reason that I can see. Often, I will have some territories that NEVER recruit any units, no matter how large of a gold surplus I have. And yes, they do have some resource production. A lot of the log Messages the game sends are lacking in useful information. There is no way I can figure out to match the name of a nation to its territory, flag, or anything it possesses. This is just poor game design. There should at the very least be a window you can access that displays all empire names next to their flags. Starting a new game just to figure out which empire is which is an absurd solution. Even with maximal useage of gold income and as much expansion as can be done, the AI still manages to ammass several times as many units as I ever can. Even when I manage to defeat their forces that are attacking me, they just bring in 2-3 times as many as they just lost, in the next turn or two. I am thinking it has hidden cheating bonuses to income and such so over used in games... The unrest level of territories doesn't seem to be very consistent. There are too many undefined options for the orders for your troops in combat. There is no simple indicator telling you whether you have troops in a territory or not on the map. There should also be a separate indicator telling you whether you have heroes or not there. I could go on, but I shall stop here. All in all, Dominions 2 (as well as 1) come up lacking to me. It does have some nice ideas, but the game seems rather unsophisticated. Maybe I should go post this in the Dominions forum...
[ January 06, 2004, 02:49: Message edited by: Imperator Fyron ] |
Re: Torpedo question
Mostly, you just haven't figured stuff out yet.
PvK |
Re: Torpedo question
well, if someone gave him some pointers...
|
Re: Torpedo question
WOW Fyron! Man I have never seen him so riled up before over a game. http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Torpedo question
*whistles non-chalantly*
Note that I was actually playing the Dominions 1 demo, not Dominions 2. http://forum.shrapnelgames.com/images/icons/blush.gif Nothing to see here folks, move along. *whistles non-chalantly* |
Re: Torpedo question
Quote:
|
All times are GMT -4. The time now is 10:16 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.