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Messages - Fishbreath

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31
General Discussion / Re: Questions and comments
« on: May 05, 2011, 11:37:27 AM »
I went through and tried again with the Conquest, and have finally beaten The Last Hurrah. I revise my opinion of it slightly--it's a wonderfully entertaining ship, but I remain convinced that in its role as a cruiser killer the broadside guns are almost useless. Other ships won't line up nicely for you to gun down, so as an anti-cruiser ship I find myself limited to putting the shields up, putting battery no. 4 on autofire, and letting that burn the cruisers down.

The Hellbore cannons proved useful when I had to duel the last remaining Onslaught when the rest of my battlegroup ate it, but only in that instance--zipping around something large and slow and unmaneuverable at close to medium range with nothing else to distract me, and even in that case he died a lot quicker when I moved into range of the fourth weapon group. I think that, as it stands, the heavy missile load and the great secondary battery (particularly the gauss cannon) are what makes the Conquest good right now, because it doesn't have anything like the maneuverability it would need to use the broadside guns in anything beyond a one-on-one situation with a similarly-unmaneuverable opponent (relative to cruisers and below, anyway).

I think it's just that broadside guns feel really, really clumsy to me in a Newtonian-mechanics game--unless you're at point-blank range, you can't circle a foe and keep them trained, and all it takes for an enemy to avoid them is to not sail directly alongside you, If they do that, you're limited to firing them in passing, and in a ship that takes as long to turn around as a capital ship, you're better off just letting the missiles and secondaries do their work.

On another note, are there any plans to have more than four weapon groups? I feel like using all the number keys might be a nice option to have even if none of the default configurations take advantage of it.

32
General Discussion / Re: Questions and comments
« on: May 05, 2011, 10:58:44 AM »
Quote
Hmm. I think there are a few components to this. One is that capital ships like the Onslaught or the Conquest are heavily reliant on Nav Buoys to make them more effective. Those actually give a flat +25 bonus to top speed, which is massive for these ships.

I must have missed this part of the manual. That's pretty darned important right there.

Quote
If a Conquest didn't have trouble bringing its heavy guns to bear on frigates, that would probably make it overpowered.

I even have trouble getting the broadside guns to bear on cruisers. Part of that might be the massive levels of turning inertia, though; that's something that'll take some getting used to, I expect.

33
General Discussion / Re: 'Impossible' mission
« on: May 05, 2011, 09:43:13 AM »
Get around behind it--you're far more maneuverable--and strafe at the edge of your range. If you can nail it with both torpedoes, it won't take more than two or three passes with the AM blasters to take it down.

34
General Discussion / Questions and comments
« on: May 05, 2011, 08:54:52 AM »
First, I'm kinda curious as to what engine is backing the game. Something home-built? Either way, it delights me to see Java being used for a game project.

Second, you guys are always mentioning a to-do list. Is there any chance we could get that put somewhere we can see it? Most of us are already drooling over things to come, and I expect we could be a lot more focused in our drooling if we had an idea of what's coming next.

Third (and the only non-question), although I like the way the strategy plays out, I'm less sure about the current tactical balance. Mostly I think this comes from the interplay between ship size and maneuverability and engagement range. I'm going to go ahead and single out the Conquest battlecruiser (from The Last Hurrah) as my example here. Not only is its heaviest non-missile firepower stuck in broadside mounts, but it also doesn't have the maneuverability to bring it to bear on anything but targets of its own size and larger, targets which I don't like to engage with my largest aspect facing them. Weapon ranges are so short in comparison to the ship's size that I can't really expect to outrange opponents, and even most cruisers can back in and out of my range if I try to put broadsides on them.

It comes down to a matter of ship design; as it stands, the ships I like the most are the ones with the ability to concentrate all of their firepower on a single target--the Hammerhead, the fire support cruisers from The Last Hurrah, and the Apogee variant from Hornet's Nest, all of which are maneuverable enough to use their fixed mounts to best effect. Anything larger than those ought to have much bigger fields of fire or much scarier fixed-mount weapons (fast projectiles and long ranges). That at least tilts the balance back toward neutral--small ships can still outmaneuver big ones, but the margin of error isn't quite so huge.

35
General Discussion / Re: 'Impossible' mission
« on: May 04, 2011, 09:27:46 PM »
Graaah. So disappointed in myself. I was mere moments away from winning The Last Hurrah--I had a fire support cruiser left against the two battleships, and I could just back away from them and kill them. Unfortunately, I let the last one get unfluxed for just a moment, forgot to shoot at it to slow it down, and got myself killed.

36
General Discussion / Re: Hi All
« on: May 04, 2011, 08:46:15 PM »
Hey hey. I'm here from Qt3 and Bay12.

I would be trying to finish the second medium mission, except I have quite a bit of writing I have to have done by tomorrow.

37
General Discussion / Re: 'Impossible' mission
« on: May 04, 2011, 08:45:27 PM »
The mission where you have to sink the Bis'mar wasn't so hard, I didn't think--anti-matter blasters and torpedoes really are an absurd amount of firepower on a ship that maneuverable, and the mission comes down to piloting instead of any grand strategic planning.

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