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  #21  
Old March 28th, 2001, 06:33 AM
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Baal Baal is offline
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Default Re: Point Def. too tough against missiles-change it.

One of my missile solving problems was to make a flare/decoy missile that could absorb 2 or 3 PDC hits and place it as the first weapon on your ship with normal missiles after. Since the weapons fire left to right the flare missile would absorb the hits of 2- 3 PDCs and leaving the path fairly clear for the other CSMs to hit the ship.

This would be a neat support tech to add. It would help keep fighters alive as well.
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  #22  
Old March 30th, 2001, 04:24 PM
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Default Re: Point Def. too tough against missiles-change it.

In my mod, I went with splitting PD into two techs.

1) PDCs - same as before, but range reduced by 50% or so & limited at 3. This means that the PDC is only gonna protect you, and maybe the guy right beside you.

2) PDLasers - long range, up to 7, but damage reduced to 50%. These guys can protect your entire fleet, but you need a LOT.

So, what you have is a tradeoff, either take PD that defends you well, or take PD that defends the entire fleet, but not as effetively
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  #23  
Old March 30th, 2001, 05:12 PM

Nitram Draw Nitram Draw is offline
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Default Re: Point Def. too tough against missiles-change it.

Thats what I like. No one component is the answer you need the right mix.
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  #24  
Old March 30th, 2001, 06:11 PM

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Default Re: Point Def. too tough against missiles-change it.

I disagree. I think that the PD's are fairly balanced. Maybe a slight increase in missile speed is warranted. What I like is the external missile pod (ala David Webb's Honor series) component. It is a one shot deal in combat because it has a reload rate of 30, but it only takes up 1 space (10KT). Usually I Put these on smaller ships with some continuous weapon like a DUC or MB, or APB. I now get one shot to overload the PDs. Add a mix of missile ships with normal 3 reload missiles and I have an effective mix. One turn of massed fire to overload the PDs, then a mix of missiles and continuous fire. I think this balances out very well.
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  #25  
Old March 30th, 2001, 06:35 PM

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Default Re: Point Def. too tough against missiles-change it.

Now that sounds like a cool idea. Have you posted it? Are there other changes?

quote:
Originally posted by suicide_junkie:
In my mod, I went with splitting PD into two techs.

1) PDCs - same as before, but range reduced by 50% or so & limited at 3. This means that the PDC is only gonna protect you, and maybe the guy right beside you.

2) PDLasers - long range, up to 7, but damage reduced to 50%. These guys can protect your entire fleet, but you need a LOT.

So, what you have is a tradeoff, either take PD that defends you well, or take PD that defends the entire fleet, but not as effetively





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  #26  
Old March 30th, 2001, 06:41 PM

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Default Re: Point Def. too tough against missiles-change it.

I still think the biggest problem is with the accuracy of both PD and missles. If they both were about half as accurate as they are now I think it would reduce a lot of the complaints.
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  #27  
Old March 30th, 2001, 06:44 PM
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Default Re: Point Def. too tough against missiles-change it.

It just happens to be a part of the Pirates mod I made. Check out the "A pirates Life for me" thread for details & files.

PS: I only created the mod, most of the ideas are from others who posted in the thread.
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  #28  
Old March 30th, 2001, 07:07 PM
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Default Re: Point Def. too tough against missiles-change it.

check out the new 1.33 list, #25 &27, speed for seekers is up but the bonus for pdc has been increased to. I find that my crystal torp are useless as it is (to easy to shoot down) with a rof of 2, this may hurt seekers even more.

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  #29  
Old March 30th, 2001, 07:14 PM
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Default Re: Point Def. too tough against missiles-change it.

As long as the PDC can't shoot down more than 1 at a time, you're in the same boat as any other missile system, but you get 50% more shots! If you're really stuck, try flying towards the enemy firing. You can almost keep up with your missiles, so you can get two loads of them to hit at the same time.
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  #30  
Old March 30th, 2001, 07:22 PM

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Default Re: Point Def. too tough against missiles-change it.

I think we are in a viciuos cycle; faster seekers, more accurate PD, more damage resistent missles, smaller size, faster reload etc.
If seekers were affected by ECM 3 , -60% to hit, would you build lots of missle ships?
If PD missed 70% of the time would you build PD ships?
I think they can be balanced but not necessarily by mods. Can you change seeker or PD accuracy?
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