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Starsector 0.98a is out! (03/27/25)

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Author Topic: Sabot srm  (Read 30587 times)

Flare

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Re: Sabot srm
« Reply #45 on: February 24, 2012, 03:11:10 PM »

... usually u do not deside wether enemy desides wether to use shields to block your missiles or not...  :-\

As far as I know, enemy ships keep their shields up when you're shooting at them or are in weapons range for most of your low caliber weapons. Knowing how to coordinate and time autofire group sets is important in my experience, as the autofiring guns will make the enemy keep their shields up to allow your sabots round to hit it.

There's a lot going on with enemy ship flux controls. They tend to only drop their shield when you and they are trading fire when they're about to overload. You can predict this if you're using beam weapons especially. Since they don't tend to make the enemy ship's flux levels "jump around" as projectiles do enemy ships often pull them down just at the moment when they're about to overload to ease off some flux.

If you time it well, the sabot round will provide that big jump that you need to overload the enemy ship's flux levels. 1500 points of increase to flux levels is a lot.
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

SgtAlex86

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Re: Sabot srm
« Reply #46 on: February 25, 2012, 02:15:13 AM »

after some SERIOUS playing around with sabots... (hours of doohikey maneuvers ^^) i have to admit that my "cant be used on mid range" was false  :-[
just get FAST frigate and then go to max speed shields disabled... aim in front of enemy and u get atleast 1 screen at max zoom range out of em ^^ just have to use em like torpedoes instead of missiles

im now happy  :D

end of nerf/buff thread
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Anysy

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Re: Sabot srm
« Reply #47 on: February 25, 2012, 02:19:38 AM »

Speaking of torpedoes.. Weapons in Starfarer inherit the launching ship's momentum, including missiles, yes?
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SgtAlex86

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Re: Sabot srm
« Reply #48 on: February 25, 2012, 02:21:24 AM »

Speaking of torpedoes.. Weapons in Starfarer inherit the launching ship's momentum, including missiles, yes?
yes thats why u can get decent acceleration from sabots even though missiles own engines are pathetic  :-\
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Anysy

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Re: Sabot srm
« Reply #49 on: February 25, 2012, 02:25:42 AM »

mmm maybe I should stop firing them while orbiting then
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SgtAlex86

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Re: Sabot srm
« Reply #50 on: February 25, 2012, 02:28:03 AM »

mmm maybe I should stop firing them while orbiting then
was doing same mistake...  ::) they work like wonder weabons if used at the end of attack run...
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arwan

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Re: Sabot srm
« Reply #51 on: February 25, 2012, 09:28:08 AM »

Speaking of torpedoes.. Weapons in Starfarer inherit the launching ship's momentum, including missiles, yes?

not missiles.. i have ran into my own sabot rounds before because i was faster than them. after shooting them at full throttle in a straight line.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

weed33

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Re: Sabot srm
« Reply #52 on: February 25, 2012, 09:35:38 AM »

Also remember that the overload duration depends on how powerful the shot that overloaded it was, so overloading a shield with a sabot is a lot better than overloading it with a chaingun. Personally I use sabots on my lashers for overloads but on wolfs I have an even more effective setup imo. I have a pulse laser to raise the enemy ships flux to ~3 quarters then i hit them with my antimatter blaster... insta overload :D

SgtAlex86

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Re: Sabot srm
« Reply #53 on: February 25, 2012, 10:15:05 AM »

Speaking of torpedoes.. Weapons in Starfarer inherit the launching ship's momentum, including missiles, yes?

not missiles.. i have ran into my own sabot rounds before because i was faster than them. after shooting them at full throttle in a straight line.
sabots keep your momentum...  :-\ fairly sure...
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arwan

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Re: Sabot srm
« Reply #54 on: February 25, 2012, 10:16:53 AM »

tell that to my shields.

**edit**

just went into the game and loaded up a tempest with some and shot them off i always caught up to the shots in space.. when both at top speed and after slowing down first.

now i edited my shots to go a little faster than they were originally but not by much.

tempest going 200 shooting sabot then speeding up tempest to 250 over took sabot right away. immediately shot another sabot at 250. sabot stayed ahead of my ship for a moment then slowed down and i overtook the sabot

both sabot shots were close enough and tracking the same target and can be seen that one is not going faster than the other.

i made a video of it and its being uploaded to youtube now will post when its done. probably a few hours LOL.

video is up

first shot at speed 200. second shot at speed 250 ( max speed with boost) and i over took both.
« Last Edit: February 25, 2012, 12:58:35 PM by arwan »
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

SgtAlex86

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Re: Sabot srm
« Reply #55 on: February 25, 2012, 11:56:36 AM »

dont slow down before firing?  :-\ sabots will keep the speed long enough to catch the target... (unless you are trying to hit tempest with em)
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arwan

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Re: Sabot srm
« Reply #56 on: February 25, 2012, 12:59:14 PM »

the missiles will speed up or slow down to what ever the top speed of the missile is. watch video in my previous post.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Dreyven

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Re: Sabot srm
« Reply #57 on: February 25, 2012, 01:15:33 PM »

i quite like that tbh... the fact that you actually need to think before firing ze missiles
it makes them a bit trickier, which is good, because they deal massiv amounts of damage
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SgtAlex86

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Re: Sabot srm
« Reply #58 on: February 25, 2012, 03:29:12 PM »

 :-\ well the missile seems to be slower if u shoot it without momentum... maby it skips the acceleration part and goes straight for max speed...  :-X
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Anysy

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Re: Sabot srm
« Reply #59 on: February 25, 2012, 04:29:21 PM »

Well, if missiles had theoretically inf max speeds, and are only limited by acceleration (mostly referring more to torpedoes than srms and such), it would mean a lot more

I do know that stuff like bombs are purely ship momentum (and absolutely HILARIOUS amounts of damage in a bombing run..)

Doing a test personally, it looks like reaper torpedoes are a lot faster than the atrophos torpedoes - When fired from a hyperion going max speed, the reaper accelerates on leaving the hyperion, whereas atrophos SLOW DOWN....
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