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-   -   Imbalance: missiles v beams (http://forum.shrapnelgames.com/showthread.php?t=1737)

doctorcheese February 4th, 2001 06:33 AM

Imbalance: missiles v beams
 
Hey folks,

I'm loving this game, though I am finding something that makes not love it as much. It seems that missiles are just way too powerful versus beam weapons. I have a game where all of the AI's are using missiles mostly, and I am forced to as well, because even my best Cannons only have a range of 7. Their missiles have huge ranges and huge power.

There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.

Am I off my rocker on this? Can this be changed to balance things out?

DrCheese

Noble713 February 4th, 2001 06:41 AM

Re: Imbalance: missiles v beams
 
More point defense and missiles won't be a threat anymore. Fill entire destroyers and light cruisers with PD.

Emperor Zodd February 4th, 2001 06:43 AM

Re: Imbalance: missiles v beams
 
Put 2 Point defense cannons on each of your ships and see how much better you will do in battle.

Sinapus February 4th, 2001 07:17 AM

Re: Imbalance: missiles v beams
 
Ah, so maybe you don't want to increase seeker speed like I have? If you have point defense, you can blunt the attacks. The increased speed just makes sure they only get one shot before they impact.



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--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"

Zanthis February 4th, 2001 07:50 AM

Re: Imbalance: missiles v beams
 
doctorcheese wrote:
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.<HR></BLOCKQUOTE>
Actual, there is only one beam weapon: Phased Polaron Beams (PPBs). These weapons are better than every other beam weapon except a (very) few racial-tech weapons. Research Physics twice and then Phased weapons. Ta-da, you now have the best beam weapon in the game. You should be able to get these by turn 25 or so with most game settings. Enjoy.


Taqwus February 4th, 2001 07:52 PM

Re: Imbalance: missiles v beams
 
Consider using carriers? Missiles can't target fighters...

Do research PD, and use fleets with overlapping fields of PD fire (currently, since the distance function is $L_{\inf}$, I prefer wall -- almost all of my ships will be able to simultaneously commence firing at any given target).

A more long-term goal is to research propulsion and stellar harnessing. Solar Sail III + 6x Quantum Engine --&gt; 12/6 speed, which will match any missile in the unmodified game (only plasma IV/V can go 6, IIRC. And you really don't need QE; the level below it + Sail III gets you 11/6 due to rounding). Then use a variant of the Maximum Range strategy, with "Maximum Range/Don't Get Hurt" as the movement strategies. If you're a Propulsion Expert race, you can even be *faster* than the fastest missiles (13/7 in a BC hull; BB drops you to 12/6, even a DN will be 11/6 -- still as fast as a Plasma IV/V).

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-- The thing that goes bump in the night

God Emperor February 5th, 2001 01:11 AM

Re: Imbalance: missiles v beams
 
As I have mentioned in another thread, I have enabled point defence at game start (but made subsequent researching a bit more expensive). This means that missiles (and fighters) have to be employed in mass to achieve results.
In order to make the AI more challenging, I have altered their DesignCreation files so that they have to include 2 PD per 100kT of ship and have decreased the space requirement for AI PD....
The AI opponents are much tougher to knock over......


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