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maximum weapons Range
I play for 3 days. Get a Hundred ships with "Capital missiles" And I get annihilated by a freak-in planet that has a Hundred or so Anti proton beams, with a range of "14".! What gives..? Cap. Missiles have a range of 16. That would be the maximum range for the ships correct..? 16 http://forum.shrapnelgames.com/image...s/confused.gif
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Re: maximum weapons Range
If you didn't have your ships strategy set to Maximum Weapons Range they were probaly at the default Optimal Range so they were firing close enough to get shot.
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Re: maximum weapons Range
There is also a trick with weapons always aiming at (I think) the top left corner of a planet, even though planets have more squares. So if you approached from the bottom right corner, it might have had an impact. |
Re: maximum weapons Range
Always! when using missiles you have to set the default strategy for that ship class to "Maximum Weapons Range". Without this being done, they close with the target much more than they need to, thus bringing them into range of the planetary weapons.
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Re: maximum weapons Range
Primary Stratagy of Max range and secondary stratagy of Don't Get Hurt. That way, your ships will run away waiting for their missiles to be able to fire again.
Otherwise, your ships will stay where they are (possibly in range of the planet) before they can fire again. |
Re: maximum weapons Range
Also, if you're not aware of them, look into mounts. Many mods extend the range as well as the firepower of certain mounts.
A range of 14 definitely is an extended range mount ability. If you're using standard mounts on your ship, by all means, upgrade your mounts to the largest ones possible. ANd I don't know how much you've played or what mod you're playing, but large colonies or homeworlds with many weapons platforms is not an easy planet to take. |
Re: maximum weapons Range
Mounts can't increase missile range.
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Re: maximum weapons Range
Mounts affect the firing range of seekers, but not the traveling range.
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