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kamikaze ships
can ships set to kamikaze ram stacks of satelites ???
is there a decent way to prevent kamikaze ships to ram you ships? repulsar beam only works during my turn, so the next turn the kamikaze ships wil simply move towards my ships and crash into them... |
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A more direct approach: max range strategy, long range DF weapons, and a combat speed equal to or faster than your opponent's. The object being to never let him get close enough to ram.
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Can you make a strategy that will make your ships ram stacks in strategic combat (I assume this is what you mean by to set)? I haven't the slightest. The only decent way to prevent kamikaze ships is to blow them out of the sky first; or have lots and lots of armor. |
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do engine destroying weapons also deal damage to shields? or do they only work if the shields are already depleted?
If I use the Massive Engine Destroying Weapon found through ruins, and the enemy has got 600 shield points, will my weapon (in case it hits the target): 1. deplete the shield and deal the rest (1k -600) 400 damage to the engines? 2. only deplete the shields? 3. do nothing? thanx |
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IIRC engine destroying weapons skip shields and armor (or have I missed a patch note...)
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I'm wondering if the fix might be to not allow this to occur in Tactical. At least then it would be consistant.
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When I answered, I was speaking for simultaneous play. I hadn't considered the other mode since I never play it any longer. http://forum.shrapnelgames.com/images/icons/icon12.gif
And, good luck with getting your ships to work at max range consistantly. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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PvK |
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SD+ID to not get rammed... how about SD+ID on the ramming side? Did that with an organic race.. (ouch)
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[ December 23, 2003, 23:54: Message edited by: Parasite ] |
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realism-wise it makes sense - the satellite cant dodge away like a fighter would, and its mass would do little damage against the ship. Game-wise however fighter stacks are considered one single mass -- err, 10000kT damage worth hurts
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No, people. The problem with ramming satellites is that in SE4, the game puts all satellites in one place, where they can be rammed all at once. Even if one accepts that this is a reasonable abstraction, it still makes zero sense to allow ships to ram all of them at once. If it required one movement point to ram each satellite (or, for the ship to stop, or a limit of one ram per turn), then I wouldn't have much problem with it, but ramming all of the satellites the enemy can deploy, all at once, is just nonsense, just like ramming an entire squadron of fighters with a less-maneuverable ship that's smaller than the fighters would be spread out, is.
PvK [ December 24, 2003, 17:44: Message edited by: PvK ] |
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