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  #461  
Old August 20th, 2006, 11:26 PM
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Default Re: v1.6b try #2

That fixed it.
Wow that was fast!
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  #462  
Old August 23rd, 2006, 07:16 PM
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Default Re: v1.6b try #2

Ground Combat: Liking it a lot!

Not sure if this is possible, but:
I made some 800 attack artillery units, but they have range-1, so...they have to be on the front row to fight? Putting that fella up against the Phong 101st rabble legion, I'de rather have some armored infantry on the front row.

Is the range band thingy just an illusion in SEIV ground combat, or can troops with range-2 fire from behind the front line?
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  #463  
Old August 23rd, 2006, 07:19 PM

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Default Re: v1.6b try #2

Range doesn't do anything in SEIV ground combat.
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  #464  
Old August 23rd, 2006, 07:26 PM
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Default Re: v1.6b try #2

ok, it looks like the first square is the one that takes all the damage.

Do all the squares get to fire, or is it just the first squares duking it out?
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  #465  
Old August 23rd, 2006, 10:23 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: v1.6b try #2

Only the range-1 damage matters.
Stuff such as reload rate and range are ignored.
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  #466  
Old August 24th, 2006, 11:33 AM

scJazz scJazz is offline
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Default Re: v1.6b try #2

Downloaded 1.6b v2... missiles are faster!!! Darnit! Missiles are still not fast enough! Late game fighters and escorts can still outrun the missiles they are firing or being targetted by! See previous post please.
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  #467  
Old August 24th, 2006, 09:22 PM
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Default Re: v1.6b try #2

The missiles aren't going to get any faster...

Fast fighters are weak fighters, and in the late game you should be using more direct fire weapons.

In the late game missiles will still reach their targets despite the speed if you choose your strategies right (IE: missile ships should prioritize different targets than the DF ships, so the targets don't die before the missiles arrive)
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  #468  
Old August 25th, 2006, 03:14 PM

scJazz scJazz is offline
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Default Re: v1.6b try #2

OK fine but I still think it is crazy to have missiles that can be outrun by the targets! Nevermind the insanity of firing a missile that is slower than the ship you are in.
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  #469  
Old August 25th, 2006, 03:49 PM
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Default Re: v1.6b try #2

Missiles would only be out-run in small skirmishes involving ships on the order of 10s. Carrier Battles is centered on large fleet operations, fleets in the 100s, plus fighters, and in those battles, you cannot run away from missiles because there is nowhere to move.

I haven't downloaded this version, but last I checked, the only missiles that could really be out-run in any normal situation were the planetary and capship missiles... for the anti-planet missiles, this is meaningless since the planet cannot run, and for the anti-ship missiles, only ships with large space dedicated to movement would outrun missiles, and in CB, that means you skimped on defenses and/or weapons, and thus your design will be useless anyway. It doesn't matter if you can move faster than the missiles when they're coming from all sides and it only takes a hit or two to disable something critical, and you got a dead ship.
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  #470  
Old August 25th, 2006, 06:48 PM
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Default Re: v1.6b try #2

Unlimited range + Slow provides gameplay improvement over short-range and fast.

Unlimited range + fast would be quite the munchkin missiles.

I could make some faster short range missiles, if torpedoes did not already fill the role.
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