Re: Torpedo question
Too much silly speculation floating around - some people need to run some solid tests to see if torps are doing anything weird.
There are plenty of mods which change torpedo stats. I know beefed them up quite a bit in Proportions mod.
First strike is one way for torps to have an advantage. There are several other risk factors that can tip the scales of a battle. If the ships start out in range of each other, then first shot is determined by who was stationary rather than moving to enter the combat, or failing that, a coin flip (in Gold; pre-Gold, it was by player number...).
Just in general though, doing more damage in the first exchange can sometimes tip the scales, because a hit on ECM or Sensors can effectively take a ship out of action, etc.
Another way is to give your ships "Max Firing Range" strategy, and then to give them only weapons with the same reload time, which is greater than 1. The result is that the ships will fire and then move away for a turn or two, which can result in avoiding getting hit by the enemy, or in partly damaged ships escaping destruction, or getting enemies with "target most damaged" to try to fire at them at excessive range (thus, missing, while full-strength ships are closer). If this succeeds (no guarantee, with the dodgy tac AI), then the torp ships may succeed in firing (or, firing and hitting) as often as their opponents do.
Against enemies with range-8 weapons especially (usually APB), range-6 weapons can also have an advantage if both sides have full-strength ECM and defensive-bonus armor, because it will be hard for either to hit at range-8, and +20% easier at range 6. Because SE4 to-hit is based on simplistic addition rather than multiplication (like real-universe probability), this can be much more than a 20% advantage, since if the chance to-hit is say, 20% at range 8, at range 6, the chance would be 40%, or twice as likely.
PvK
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