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Messages - Catra

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586
General Discussion / that awkward moment when......
« on: April 03, 2012, 08:27:38 PM »
...youre commanding your fleet around from your onslaught and start hearing little plinks on your armor cause you didnt pay attention and rammed full frontal into the enemies formation.

thank goodness for heavy armor + armored turrets + reinforced bulkheads + forever alone hull increaser(cant think of its name xD).

587
but youre not even coming close to the usefulness of 2 hyperions with the eagle class....its so terribad. =/
What usefulness? If you want to win a battle you'll have to come to me, I see no reason to run with an Eagle against two measly Hyperions, do you?

well, yes, the 2 hyperions can do alot more than the 1 eagle can. and as you scale it up (2 eagles : 4 hyperions, etc) the differences become more obvious.

588
but youre not even coming close to the usefulness of 2 hyperions with the eagle class....its so terribad. =/

589
Suggestions / Re: Flux Cannon
« on: April 03, 2012, 12:08:35 PM »
Flux cannon or not it would be neat if u could use the flux for something, like disabling missiles or use as engine boost which was mentioned above.

its already used as a bonus damage modifer for energy weapons, which is why you can intentionally buildup flux by holding the F key.

590
Quote
This is a HUGE problem with the game itself right now.  The Short-Ranged Ballistics are largely useless due to how slow most Ballistic craft are.


the speeds of the ships are fine, its how painfully slow the autocannon and assault gun(and their medium/heavy variants) bullets are, as they need -very- good aiming in order to land, which is probably why they are getting their bullet speed buffed next patch. =P

Quote
However, as for your problem...you said you're using all Kinetics.  Of course you're gonna have trouble taking something out.

Kinetics are anti-shield
High Explosive are anti-armor/hull

no, poster said they are using all ballistics, not all kinetics

Quote
In the very early game, against pirate scouts (Hounds, Lashers, etc.) Salamanders are your friend. They can pin a Hound down long enough to land a few solid blows.


thats only if they can catch the hound in a position where they just dont drift off faster than you =P which is generally the case, against another lasher salamanders really arent needed.

591
The hound was just an example, Im finding the lasher is unable to engage any frigate or fighter class ship, the ballistics are just to short range on the machine guns. The assualt guns dont do any damage and since I cant bring down thier shields, so the missiles never get home to do damage. So far Ive only killed a merchet vessel destroyer cause the thing was just so slow it couldnt get away.

Tempests, Hounds, any fighter wings, Wolfs, any campaign frigate Im struggling to catch. I am completely familiar with the chicken runs to get vessels close but they all only take small scratchings before running away. Its seriously frustrating how low impact these guns are. Mostly cause its only the assualt guns that ever get in range.

the assault guns do excellent damage, its just that they are more for killing destroyers and the such and fail miserably vs frigates due to being unable to land. i generally swap them out immediately for light needlers / autocannons for the hardpoints and then get vulcan cannons for the turrets, theyre just the best PD there is for small, then get harpoons so you have some killing power once the needlers get the shields down.

592
From my experience, I believe you can trick Hounds into thinking you're retreating by lowering your shields and flying away. They'll come in to take out your engines, and you can do a quick turn-around and fire at them. They'll probably try to turn away themselves, and you can get some good hits on their engines that way. They can't outmaneuver you if they can't move.

It can be a bit frustrating if you're unlucky though.

ships retain momentum when their engines get blown out, so their drift is still faster than you.

593
so, ballistics suck because its useless in a hilariously one sided match? that makes sense. even if the lasher has the same 800 range weapons as the hound, it can outmaneuvre it so hard that any sort of offensive is moot, your only realistic option is to use missiles or get a hound (in my playthrough i had a pair whose task was solely to hunt other hounds)

594
Suggestions / Re: Suggestion, Command type ship.
« on: April 02, 2012, 11:45:00 PM »
or you could do one of two saner things and remove the silly elite requirement:

1 per fleet
1 out in the field at a time

i would never pry my elites out of their ships just so i can send more guys out, as those elites will likely do better than the extra guys that are being sent out.

595
Suggestions / Re: A capture point suggestion (fighter docks)
« on: April 02, 2012, 11:29:25 PM »
thats the point of the second feature, to make it marginally useful for the AI: with them being able to see your orders, they can make a more informed decision, like say if you got several control orders on points and youre dukeing it out, they can send some ships away to lure some of yours away, or if you got an assault or defend command someplace, they can skirt around it and cap points / do hit and run on your slower ships, or if theres en engage order, they can pile around the ship and the ship itself pulls back.

youre looking at the small picture, with abit of details missing. the lasher vs destroyer wont happen because it will have spent it all on the frigates that came before it, same with venture vs aurora. and its not really just nabbing a point and having a free refill, you actually got to be close to it to refill (  ::) ) so you have to weigh in having more missiles vs having the ships stay in the fight so they dont come back to ruined ally ships and a lost cause, plus on a 5 point map, theres only 33.3% chance you will actually get it on your side, if its in the middle then its a minor irrelevancy as it will most likely be contested the entire time, and if its on the enemy side you will have to: deal with the missile spam as the fight goes on, or send in your forces to deal with them and likely give up other bonuses just to stop the spam.

596
Suggestions / Re: A capture point suggestion (fighter docks)
« on: April 02, 2012, 08:12:12 PM »
how about a missile rearm / ammo reload point for frigates and up? this way ships reliant on missiles (venture / buffalo 2 / enforcer) and ships that cant use pilums / pods (almost every frigate) can assist more in large fights and if you are up against a laser wielding opponent (or using stuff like AMB / the large ballistics) you can even it up abit by having a pseudo infinite ammo supply.

or how about a spy(information interdiction?) centre? this will allow you to view all enemy ship locations and outline what it is (but not actually reveal the ship, so you cant just sit there and pound away at it with pilums) and see who they are targetting or what their order is.

597
Modding / Re: questions on modding spawned fleets
« on: April 02, 2012, 04:42:26 PM »
the numbers next to the ship name for fleet comp is min/max? or is it like this or that(so instead of 0 - 4 its 0 or 4)?

598
Modding / questions on modding spawned fleets
« on: April 02, 2012, 03:27:18 PM »
for the hegemony / tri-tach / pirates / independents / mercenaries, is there anyway to alter their composition? pirates and indies/mercs tend to not stand and fight after im a little past 140 FP, leaving me to fight the hegemony / tri-tach, which is boring after awhile. also how to add a little more protection to their convoys(and how do you change the amount of ships they deliver)?

max fleet size outside of battle and starting points in battle, anyway to change that?

599
General Discussion / crew: what are your allocations?
« on: April 01, 2012, 08:54:18 PM »
messing around with the shuffling of personnel after several defeats, ive found that this order of dibs is pretty good:

hounds --> heavy / multirole fighters --> bombers --> interceptorts --? light frigates (wolf / vigilance) --? heavy frigates --> destroyers --> cruisers --> capitals --> carriers (anything with a flight deck)

with this, it makes it so that the small stuff are effective and speedy as possible, which makes it so that the elite crew drain is minimal at best, so this makes it so that the capitals receive their elite crew quickly and keep it that way by having crew that can be easily trained and replaced.

so, what is everyone elses allocation of crew?

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