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Seeker question
Does including components like Combat Sensors, or having Ship/Fleet training affect the chances of seekers hitting their targets (from the attacker's side), like they do with direct-fire weapons?
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I have only played AI, but it seems that CSM rapidly becomes a waste of tonnage somewhere in midgame, when everyone has PDC. |
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I have forgotton.
Do refitted ships retain Experiance? If so then training would be worth it. |
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Yes. As long as you don't mothball, the ships retain experience.
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Re: Seeker question
For future reference, all of these questions, and many more, are answered in Section 5.5 and 5.7 of the Newbie FAQ. See the top sticky thread.
Slick. |
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"By the time you have the capacity, and the opportunity, to train ships in such a way, is it still worthwhile to be using CSM barges?"
And the first thing that came to my mind was 2000kt of CSMs filling a Devnull barge... A fleet of 50 or so of those should get at least a few missiles through. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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It is not as though CSMs skip shields. CSM must get past PDC and Shield, and only fires every few turns. APB only must get past Shield and fires every round. While the APB may not always hit (unless you get Religious, I guess) and does not have the range of CSM, does it not become a more viable weapon than CSM in midgame. Is that not why CSM does not continue to scale? So that its use is replaced by later weapons? |
Re: Seeker question
To make seekers worthy of your limited tonnage space, mod in all seekers with speed of 30. http://forum.shrapnelgames.com/images/icons/icon10.gif
I'm serious. Its not unbalancing, and it helps the AIs that use missiles. The missiles will go straight for the target in one fly to whatever their maximum range happens to be, thus effectively reducing the number of hits that the PDCs can take on them. Try it for a while, and will never go back. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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No, combat bonuses (including ECM, combat sensors, experience and special armour) have no effect on seekers whatsoever.
The only ways to avoid getting hit by a missile are a- shoot it down with pdc (actually, combat sensors and experience can help here) b- get out of range of it c- destroy your enemy before he can launch the missile=-) Also, you gain no experience if you destroy a ship using seekers. It's still worth training your missile boats to build up their experience though- combat bonuses will still help them avoid getting hit by direct fire weapons. [ April 22, 2003, 12:39: Message edited by: dogscoff ] |
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It seems to me that The Missile Dance (aka. El Tango Freccia, aka. The Rocket Two-Step, aka. Der Geshotenwaltz (I'm reaching here) aka. Run-in-and-Pop-One-Off-then-Stand-Back-to-a-Safe-Distance), it seems to me that the Missile Dance is a classic, respected, and valuble facet of SE IV. I just don't know what I'd do without it. |
Re: Seeker question
since there is no spoon but there are forks and since a spork is a spoon and a fork, the question becomes one of quantum physics. so, there is/isn't a spork.
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Re: Seeker question
Modding in a speed of 30 doesn't get rid of the missile dance. You fire and move back. The enemy can try to get out of range of the missiles in a single round if they want, though that is less feasible.
However speed of 30 itself doesn't get rid of the dance. Just moves it up in tempo a notch. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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