
November 21st, 2002, 03:23 PM
|
Corporal
|
|
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Point Defence and Maximum Weapons Range orders
Quote:
Originally posted by PvK:
It's just that the "Target seekers targeted on..." toggle orders in ship strategies are often misunderstood. To get what you want, set these to NO. Doing this does NOT stop the ship from firing PD at seekers (regardless of whether they are targetted on the ship in question, or not).
If you set these to YES, then the ship will actually maneuver itself to hunt and destroy enemy seekers.
So, most often you want to set these to NO with strategies that are designed to avoid contact, or to stand off at long range.
PvK
|
In my previous post I negated/doubted the effects of PvKs statement. Well, I was wrong.
After lots of tests there is only one conclusion: Take every word for granted. Setting the toggles "Don't fire on Seekers" (On Us) and "Don't fire on Seekers" (On Others) = True makes the difference.
I ran the tests with missile ships (CSM reload time set to 3, 5 and 10) and a strategy you see below.
The ships fired their missiles at maximum range and EVERYTIME headed for the next corner during reload time and came back when the missiles were ready to fire again. None of them was hunting enemy seekers.
Name := Hit and Run
Primary Movement Strategy := Maximum Weapons Range
Secondary Movement Strategy := Don't Get Hurt
Targeting Priority 1 := Nearest
Targeting Priority 2 := Has Weapons
Targeting Priority 3 := Strongest
Targeting Priority 4 := Largest
Use Type Priority First := False
Type Priority Planets := 8
Type Priority Fighters := 11
Type Priority Seekers(On Us) := 12
Type Priority Seekers(On Others) := 13
Type Priority Mines := 14
Type Priority Carriers := 3
Type Priority Colony Ships := 4
Type Priority Transports := 5
Type Priority Bases(No Weapons) := 6
Type Priority Ships(No Weapons) := 7
Type Priority Bases := 2
Type Priority Ships := 1
Type Priority Satellites := 9
Type Priority Drones := 10
Dont Fire On Planets := False
Dont Fire On Fighters := False
Dont Fire On Seekers(On Us) := True
Dont Fire On Seekers(On Others) := True
Dont Fire On Mines := False
Dont Fire On Carriers := False
Dont Fire On Colony Ships := False
Dont Fire On Transports := False
Dont Fire On Bases(No Weapons) := False
Dont Fire On Ships(No Weapons) := False
Dont Fire On Bases := False
Dont Fire On Ships := False
Dont Fire On Satellites := False
Dont Fire On Drones := False
Fighters Launch Group Amount := 20
Break Formation Planets := True
Break Formation Fighters := True
Break Formation Mines := True
Break Formation Carriers := True
Break Formation Colony Ships := True
Break Formation Transports := True
Break Formation Bases(No Weapons) := True
Break Formation Ships(No Weapons) := True
Break Formation Bases := True
Break Formation Ships := True
Break Formation Satellites := True
Break Formation Drones := True
I did the same test with the toggles set to "False". After firing their missiles the ships moved away from the enemy but only some of them headed straight for the next corner. The rest (which are closest to the enemy) began moving - I would say - erratically, never using the full amount of movement points, zigzag courses. One combat turn later they actually began hunting enemy seekers.
Thanks PvK, as I said before I never would have thought of that one.
__________________
homo homini lupus est
|