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Re: Balancing Fighters, Missiles and PDC in the late game
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PvK |
Re: Balancing Fighters, Missiles and PDC in the late game
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Even then it does not help much with fighters, you said earlier that the Proportions PDC has enough to hit, why even mention this? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It might help you understand, if you realized that I had extensively tested most things in Proportions, and that I have actually seen the things I'm talking about working in practice. FCC's do work, and they have the effect of making large, powerful, multi-purpose weapons, suddenly able to hit fighter stacks as well as ships and everything else. Since SE4 has hits to stacks able to kill more than one fighter, suddenly heavy weapons are bLasting several fighters per shot. The reason fighters are powerful in Proportions is that they're usually hard to hit. When FCC's change this, they're suddenly in even worse shape than they were in unmodded SE4, since they do and resist less damage. PvK |
Re: Balancing Fighters, Missiles and PDC in the late game
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There is no need for other combat ships because a fleet of 10 or more carriers with fighters can beat everything http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It might beat the AI, until it runs into something with FCC. Fryon's fleet against the Xi'Chung AI homeworld had dozens of full carriers, which coated much of the tactical map with shielded fighters, but after a battle or two had no fighters left. The Xi'Chung AI later attacked with a few warships, which took out quite a few empty carriers before the escorts and allied warships caught them. The planet was finally destroyed by the allied fleet of warships. Against humans, yeah fighters are important, but if you rely on carriers only and are actually fighting a war against humans, fighters have a high attrition rate, especially if something takes out their carriers (since they don't generally have enough supplies to fight more than one or maybe two battles). PvK |
Re: Balancing Fighters, Missiles and PDC in the late game
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PvK |
Re: Balancing Fighters, Missiles and PDC in the late game
GLV, (sometime) I wonder if you know what you are saying or how you are saying it.
How much have you played Proportions and I would kick your butt (ALL the way back to your HW and purge that too) if you only made CV�s http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 06, 2003, 12:52: Message edited by: JLS ] |
Re: Balancing Fighters, Missiles and PDC in the late game
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PS. Thanks for writing "SEIV Modding 101," by the way, it's been extremely useful. |
Re: Balancing Fighters, Missiles and PDC in the late game
Mods are never finished. That could be quite a long wait! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: Balancing Fighters, Missiles and PDC in the late game
Originally posted by Chronon:
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With AI Campaigns beta release Last Febuary the AIC Engines, Weapons, and Fighter support components and concepts are very unique with the AIC Tactical and Strategic fighter modules http://forum.shrapnelgames.com/images/icons/icon7.gif However, if anyone would like to use the AIC Strategic Fighters for all players, in there mod; go for it http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 07, 2003, 14:38: Message edited by: JLS ] |
Re: Balancing Fighters, Missiles and PDC in the late game
"Proportions fighters" are not modded a whole lot from stock... http://forum.shrapnelgames.com/images/icons/tongue.gif I was talking about the whole fighter issue, including the PDC aspects.
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Re: Balancing Fighters, Missiles and PDC in the late game
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