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ship strategy, ECM ships
correct me if I am wrong, but I am assuming that if one has a fleet and wants to take advange of ECM, sensors, and multi-tracking, every ship will need these, not just one special ship?
I read somewhere that there are certain components that can be placed on a sole ship and give the entire fleet the benifet, same thing with fighters. Thanks. |
Re: ship strategy, ECM ships
How about fighters, they are units.
If I make the first (Oldest) fighter a utility fighter with combat sensor and ECm, will that apply to all other fighters in the same stack? I assume that the newest built fighters are placed at the top of the stack and destroyed first, or is it the other way around? |
Re: ship strategy, ECM ships
Which units get destroyed first depends on the order of launch/loading, rather than simply age, though there is still some randomness IIRC.
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Re: ship strategy, ECM ships
So if I construct 1 ECM fighter and 9 offensive fighters at a planet, in wich order should they ba loaded onto the ship, if the ship can launch 10 units per combat turn?
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Re: ship strategy, ECM ships
with cargo transfert you can determine precisely which thing is loaded first iirc. Now sensors are cheap on fighters but are costly on a WP, so it is perhaps better to try optimizing whose WP.
For fighters it is true that you gain one kt of space though... can be slightly interesting. |
Re: ship strategy, ECM ships
Ah, but the ECM fighter doesn't just have the ECM, it has combat sensor aswell, and can you put scattering and stealth armour on it?
ECM+Combat sensor=2 kt, mucho percentage on a small fighter! And I do know that I can load them in whatever order I want too, but what I don't know is how that will effect the fighter launch. How will I load to get the ECM fighter to be the Last one to be blown up by the enemys PDC? [ May 13, 2003, 21:21: Message edited by: Ruatha ] |
Re: ship strategy, ECM ships
Test out the loading and launching sequences.
Fighters can't have stealth or scattering armor. |
Re: ship strategy, ECM ships
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Re: ship strategy, ECM ships
for units, only one of these components is sufficient in a given stack, eg you have a WP stuffed with attack scanners, and the others without, and they will all get the + to hit.
For ships you can have the neural network (iirc) which share the experience of all ships (the best one). Otherwise I dont think you can share anything between ships. I will let the vets give a more precise answer. |
Re: ship strategy, ECM ships
Everything Pocus has said is true. You will need a seperate ECM (+stealth armour etc) for each ship for them all to benefit.
However you can give a ship an "instant boost" in defensive (and offensive) modifiers simply by adding it to an experienced fleet. |
Re: ship strategy, ECM ships
loaded first, launched first.
Without speaking of trying to do such kind of optimization, I like to use two kind of fighters, one with direct fire which stay the whole battle, and one with rockets which fire once. I always load the DUC fighters first, so that they get out first of the carriers, and get pLastered first too. |
Re: ship strategy, ECM ships
But, with the ECM fighter you need to make certain that an ECM model goes out with each stack. Is that possible?
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Re: ship strategy, ECM ships
Yes, as long as you are careful to load them in the proper order, and you don't lose any fighters (or you lose whole stacks per combat http://forum.shrapnelgames.com/images/icons/icon12.gif ).
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Re: ship strategy, ECM ships
You'd need a seperate design variant for each fighter group you can fit on a carrier. You could reduce the problem with Fryon's issue with combat losses, if you have an auxiliary ship with enough cargo space to re-shuffle the loading order on the carrier.
You'd also be signing yourself up for micromanagement hell, though. http://forum.shrapnelgames.com/images/icons/icon12.gif PvK |
Re: ship strategy, ECM ships
Perhaps just loading one ECM fighter to every four regular fighters would do better. You'd have to load them carefully, but you wouldn't have to worry about combat losses screwing your stacks.
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Re: ship strategy, ECM ships
Sure you would. In the next combat, the fighters launched in each stack change based on what was lost. So, if you lost fighters in the wrong amounts from stacks, you could easily end up with stacks of mostly ECM fighters, which defeats the purpose of them. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: ship strategy, ECM ships
How about Sats? Can I have 1 sat with ECM (or what ever is 1 per unit, I am thinking multiplex, combat sensor ect...)
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Re: ship strategy, ECM ships
2 kt. 2 little kt.
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Re: ship strategy, ECM ships
Ummm, I'm quite sure that you can't have different fighter designs in one stack http://forum.shrapnelgames.com/image...s/rolleyes.gif
At least in turn-based combat PS: First post!!! Hiya, people, glad to be here http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: ship strategy, ECM ships
Hi Pedronius, welcome to the forum.
Actually you can have mixed fighter stacks in Tactical combat. Instead of: launch fighters in Groups which will seperate the fighters by type. Use: Launch units and then choose the units to launch. This will launch those fighters in one mixed group. |
Re: ship strategy, ECM ships
hi
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