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August 27th, 2006, 11:48 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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PD beam ships vs missiles
Hey,
I've been trying to design a good PD Cruiser vs my current generation of missile fighters, but the PD ships can't seem to successfully shoot down missiles.
In Simulations, a wing of five missile fighters lauch five heavy explosive missile-IIs (seeker dmg resistance:24kT each). So it seems like the stack should have 24x5=120hp?
The PD ship is armed with 1x80mm Laser-III, 1x60mm Laser-III, and 3x40mm Laser-III. It also has Gun Crews-I. This should be a possible three missiles, and a possible two targets, right?
Edit:
But during combat, it fires on incoming missiles from range one to range four with almost no effect; During the course of the simulation, in thirty turns it might kill two missiles out of the twenty to twentyfive that are launched at it.
Am I missing something about damage allocation or to hit rolls or something?
For reference, The laser three damage tables:
(3x)40mm: 38, 36, 33, 30
(1x)60mm:103, 96, 89, 82
(1x)80mm:205, 205, 192, 178, 165
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August 28th, 2006, 01:09 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: PD beam ships vs missiles
As for damaging missiles:
Provided that you hit, damage only applies to one missile; any excess damage does not hit the second missile, but is lost.
With such firepower, the only way I can see you not killing missiles is due to missing.
Larger weapons have accuracy issues (+40, +20, 0, -10, -20), and missiles have a hefty evade bonus (60%)... Base accuracy is 70%, -6% per square.
20mm guns should get you a significantly higher hit rate.
Using a smaller hull will get you some hit bonus as well.
And, of course, if you chose the pacifist culture, they have -50% to accuracy off the top.
In that case, you need the antimissile missiles, since nothing else will hit (1% minimum hit chance for DF weapons).
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August 28th, 2006, 06:21 AM
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Second Lieutenant
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Re: PD beam ships vs missiles
That -50 has got to be it. After a little spreadsheeting, it does seem to add up. Then it's missiles for this game, and I'll try different next game.
On another oddity that's come up: I've tried building "Highly Industrialized Sector" on a couple of my larger worlds, a 2.5 year project. I came back to them several months later, and they were instead building "Legacy Infrastructure", a 10~12 year project! I had to cancel four months production, and restart them on "Industrialized" again.
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August 28th, 2006, 09:08 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: PD beam ships vs missiles
You must have clicked the "Upgrade All" button on the queues list. That's a fairly dangerous button in CBmod.
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August 28th, 2006, 07:10 PM
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Second Lieutenant
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Re: PD beam ships vs missiles
yep, did that; ok will avoid that.
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August 28th, 2006, 09:27 PM
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Shrapnel Fanatic
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Re: PD beam ships vs missiles
Does CB have AI?
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August 28th, 2006, 09:37 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: PD beam ships vs missiles
It has Rollo AI!
They will likely work best under v1.5, since Rollo has not been around since I got to v1.6.
1.6 has lots of nice stuff for multiplayer, including some spiffy ruins tech, more control over intel, and support for JunkYardWars style play.
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August 28th, 2006, 09:49 PM
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Shrapnel Fanatic
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Re: PD beam ships vs missiles
Thanks.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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