Re: Head to Head Tactical Tourney!
And so, after 90 rounds of combat;
Executron's forces:
200kt (Scout) = Minimal damage (lost half its supply tanks, but carried on)
400kt (Escort) = Disabled (left behind due to severe engine damage)
600kt (Frigate) = Light Damage (Engine damage early on hurt its ability to contribute firepower)
800kt (Destroyer) = Minimal Damage (Slow design really hurt its ability to fire weapons)
Kalashnikov's Forces:
200kt (Scout) = No damage (An unarmored design payed off in extra firepower when Executron passed over it in favour of the larger targets)
400kt (Escort) = No damage (quite a bit of armor went into this ship, but it was not attacked)
600kt (Frigate) = Heavy Damage (A nicely balanced but unshielded design, this ship provided a lot of firepower, and took an incredible beating of half its total hitpoints)
800kt (Destroyer) = No damage (This missile boat provided first strike and guaranteed hit capability, but did disappointingly little damage in the long run)
This was a pretty close battle, and if it had gone on much longer, Kal would have lost his two largest ships (FG to damage, and DS running out of ammo)
However, the game was only to 90 combat rounds, and so, since Kalashnikov managed to disable an enemy ship, he is given the technical win.
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Thanks to these two players it is pretty obvious that we need to crank up damage rates for tactical play.
Future games will have full shield tech available and weapon damage will be increased 5x.
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