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February 7th, 2007, 11:07 PM
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Brigadier General
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Re: Weapon Ranges
No reason but you should note that 300 is the max set range. The max range can be modded out to 500 as with my Heavy Bombardment Missile Launcher. There is another issue with going past 300. The range display for weapons is only set for 300 so you would have to adjust it to display out further. I can't help you in that. The range display is very low on my priority list so I haven't tinkered with it yet.
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February 8th, 2007, 01:32 AM
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Re: Weapon Ranges
I never knew that plasma missiles had the farthest range! I was wondering what weapon had the greatest range! Thank you for telling! 
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February 14th, 2007, 12:08 AM
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Corporal
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Re: Weapon Ranges
So where can one find where to manipulate weapon ranges, it sure is not like it used to be in SEIV?
And then an opinion. Does it seem that seeker weapons should have a significant range advantage over beam or direct fire weapons considering how easy it is to thwart them with PD. They all (every weapon) seem so close in range that there is no point to really research seekers into high technology. Further more the "Maxium Weapons Range" strategy although it works great, it seems by the time a fleet fires their long range missiles and then turn to avoid counter fire by the enemy, the enemy is already within weapons range using direct fire weapons. It would seem more realistic if seekers had a true standoff feel or at least get off two or three barrages before the enemy with beam weapons was within range.
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February 14th, 2007, 12:51 AM
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Brigadier General
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Re: Weapon Ranges
It is in the Settings.txt lines 134, 135, & 136 (Weapons Range Short, Medium, and Long). As far as PD vs Missiles goes that is an imbalance in Stock which is best fixed by adjusting the PD instead of the missile weapon.
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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February 14th, 2007, 01:07 PM
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Re: Weapon Ranges
Quote:
President_Elect_Shang said:
It is in the Settings.txt lines 134, 135, & 136 (Weapons Range Short, Medium, and Long). As far as PD vs Missiles goes that is an imbalance in Stock which is best fixed by adjusting the PD instead of the missile weapon.
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Thanks PES, now how does this work in with the individual weapon ranges. I noticed in the Component Text, there are now formulas representing various aspects of the components. Unfortunatly my algebra skills (would this be algebra?) are antiquated and rusty. Do these formulas marry up in any way with the range settings in the Settings Text?
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February 14th, 2007, 12:56 AM
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Shrapnel Fanatic
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Re: Weapon Ranges
Just as a note:
If the missile ships have time to turn and move off, the direct-fire ships will never catch up. Given equivalent tech, both fleets will be the same speed, after all.
At least not until they reach the edge of the combat map, and even then, you have to worry about retreat and/or circling.
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February 14th, 2007, 12:57 PM
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Re: Weapon Ranges *DELETED*
Post deleted by Tnargversion2
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February 14th, 2007, 01:09 PM
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Re: Weapon Ranges
Sorry Suicide Junkie, I tried to quote your first statement, and I replied within your quote. User error.
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February 14th, 2007, 01:21 PM
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Re: Weapon Ranges
Quote:
Suicide Junkie said:
Just as a note:
If the missile ships have time to turn and move off, the direct-fire ships will never catch up. Given equivalent tech, both fleets will be the same speed, after all.
At least not until they reach the edge of the combat map, and even then, you have to worry about retreat and/or circling.
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I guess what I am trying to explain is that with the weapon ranges so close in range, that by the time the long range seeker vessels fire and then start to turn to run the direct fire vessels are already within range. Sure the seeker weapons get off the first shot, but that is it before the enemy has closed and is pummeling the seeker vessels that are frantically now running for their lives.
The combat map is large, or seems large, it would be interesting to see vessels lobbing long range missiles from one end of the tactical map with a significantly large range circles at a fleet of beam vessels on the other end trying to close and get within range.
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February 14th, 2007, 02:45 PM
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Brigadier General
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Re: Weapon Ranges
How does this work in with the individual weapon ranges? Well I am not to sure what the Short and Medium range entries are for. I have at least one suspicion; that for the ease of modding it would have controlled a blanket type to-hit formula. So if the target was short range the short range formula would have been used. Something to that effect, I have never asked but maybe one of the other Beta testers have. The Long range is the controller for the max range of any weapon. So you can set a weapon that will target in at 350 but if the Long setting is 300 the weapon will wait till 300 to engage. This is also how the weapon range formula (you can use SE4 style range entries) marries up with this setting.
Having the beam and missile weapons target in at about the same range is irritating to me also. The SFTC-Lite and SFTC had both addressed this issue.
Finally having the ships lob across the map is not possible unless you shrink the size of the combat map. Which is line 432 "Space Combat Map Radius". Otherwise max weapon range can be set at 500 and max combat map size at... uh I really don't know. The SFTC and SFTC-Lite use 2,500 size maps so there is plenty of maneuvering space between fleets armed with my long range missile weapon and or spinal weapons.
Did I cover all your questions? If not just ask again and I will be happy to help in any way.
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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