General Strategy
#1
Posted 12 August 2010 - 06:56 PM
Side note, do you guys position your ships certain ways? I know the AI tends to suck when you tell your ships to attack, so I usually just move them where I think they will get the best firing position and hope they actually do something useful. I know the Empire AI fails to realize that it can't attack ships directly behind it. Used a few Mon Cals to take out a Praetor that way.
Another side note: Rebel ships that eat fighters alive? I know the Empire has Dreadnaughts and Lancers, do the Rebels have anything close?
#2
Posted 12 August 2010 - 08:04 PM
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie
#5
Posted 13 August 2010 - 09:45 AM
That might be because of the amount of damage everything deals. I usually multiply all the <Damage>X</Damage> values in Projectiles.xml with 0.8. It also makes it a bit more realistic.I never bother with anti-fighter stuff for the empire. Lancers seem to last about 0.1 seconds in a running battle, even if you put them behind the ISD's.
Edited by Invadious, 13 August 2010 - 09:45 AM.
#6
Posted 13 August 2010 - 01:57 PM
I never bother with anti-fighter stuff for the empire. Lancers seem to last about 0.1 seconds in a running battle, even if you put them behind the ISD's.
Best Imp defense: ISD's and keep spamming TIES!
To which I respond, (upgraded) E-wings and A-wings, and yawn.
#7
Posted 13 August 2010 - 04:09 PM
My staple Imperial fleet recently has been Tectors and Venators. The Venators provide the fighter screens while the Tectors offer the heavy hitting, as well as the carrier protection. Not that the Venators necessarily need it, as they have some big guns of their own, as well as the hangar-mounted SPHA-T as a holdout blaster cannon.I never bother with anti-fighter stuff for the empire. Lancers seem to last about 0.1 seconds in a running battle, even if you put them behind the ISD's.
Best Imp defense: ISD's and keep spamming TIES!
Else...I would probably do something like Tectors supported by situational Lancers. The little buggers may not be able to take much damage, but they're so cheap that you'll have plenty to replace whatever you lose. If you hold them in reserve, you can drop two or three out of Hyperspace right into their fighter cloud, wreaking too much havoc to recover from. Rinse and repeat whenever you need to.
#10
Posted 14 August 2010 - 05:46 AM
Recusant-class Light Destroyer Length: 1187 m Speed: 60 MGLT Acceleration: 11 MGLT/s Maneuverability: 5 DPF Hyperdrive: Class 2.0 Shielding: 2560 SBD Hull: 1640 RU Armament 1: 1 swiveled advanced turbolaser cannon Armament 2: 6 turreted heavy double turbolaser cannons Armament 3: 4 heavy turbolaser cannons Armament 4: 5 turreted turbolaser cannons Armament 5: 30 turreted double laser cannons Armament 6: 12 turreted light double laser cannons Armament 7: 60 turreted light laser cannons
I don't have PR installed due to a computer format (hopefully I can find a Gold version in the computer store when I buy ME2 tomorrow), so I can't list its armament when fully upgraded, but sixteen heavies, an advanced, and five regulars isn't bad firepower, especially if you try and take on frigates and cruisers. Keep in mind sixty lasers and eighty-four light lasers will chew up fighters, which is handy against fighter-happy pirates and other brigands who can't afford to maintain large fleets.
#14
Posted 16 August 2010 - 04:24 PM
Recusants have underpowered anti-capship weaponry for a ship of their size but god damn they have a ridiculous amount of laser cannons. They're literally the LAST thing I would think of sending fighters/bombers against.
Don't forget about the humble Dreadnaught and the Assault Frigate though. Both carry 20+quads and make a hash of starfighters. Ok - their guns aren't as good as the recusant, but they have the hull strength to slug it out and take a few torpedo hits without too much risk.
Try getting Mark II's into point blank range and watch the quads shred everything in sight.
The more advanced DP20's are quite bad as well. However, if you want to see really nasty anti-starfighter stuff just hit (or is it hutt) one of the badder pirate worlds and watch out for some of the more bespoke corvettes....
#15
Posted 16 August 2010 - 09:46 PM
The more advanced DP20's are quite bad as well. However, if you want to see really nasty anti-starfighter stuff just hit (or is it hutt) one of the badder pirate worlds and watch out for some of the more bespoke corvettes....
You have way to much fun with those pirates Ghost.
#16
Posted 17 August 2010 - 11:14 AM
I like using the Dreadnaughts, very well armed and armored for the price.
The more advanced DP20's are quite bad as well. However, if you want to see really nasty anti-starfighter stuff just hit (or is it hutt) one of the badder pirate worlds and watch out for some of the more bespoke corvettes....
You have way to much fun with those pirates Ghost.
You just wait till my next post..... Mu ha ha ha
#17
Posted 17 August 2010 - 04:00 PM
I still don't like the idea of not having a capital ship or two, when my enemy has several.
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie
#18
Posted 17 August 2010 - 05:07 PM
My problem is all of these laser-equipped anti-starfighter ships don't seem to be accurate enough to me, that is why I prefer concussion missiles over lasers.
Try flying against Gozanti Cruiser groups (in V1.2) and get back to me. You might re-phrase that sentence at that point.
Gozanti Cruisers are really lethal to starfighters. Their laser armament is much better than missiles because the lasers fire all the time while missile systems have 'do nothing periods' while they reload. These light cruisers cut squadrons apart like a buzz-saw through chipboard ~ Very noisy with clouds of very small pieces and dust!
You should find the odd one or two in starting forces for V1.2.
Look after them because they are non-buildable. They also make superb medium bombers with quite a nasty proton torpedo barrage and being transports are damn hard to hit. The only drawback - they are pretty slow so that pirates could not use them!
Ghost.
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