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Posted by: UnLimiTeD
« on: September 21, 2010, 11:12:04 AM »

It might be an option to just boost the economy.^^
Posted by: bulletstop
« on: September 20, 2010, 09:54:47 PM »

I just ran into the low mineral scenario, so this is what I decided, I have a mix of ships and I figure I will engage missiles first while my beam ships close as I can make them faster. I did run into a hostile at a jump point and I was within range, 10k and my beams tore them up :) In fact I did not fire a missile :). Thanks again for the help, I now have researched beam control 100k so this should help some :)
 I still am finding the range confusing, but the more I read the better understanding I am getting.


Bullet
Posted by: Brian Neumann
« on: September 20, 2010, 11:40:09 AM »

If you build your ships faster than your enemy ships you can actually do quite well without offensive missiles.  You will need a lot of point defense beam weapons, and it really helps to have missile armed ships for point defense.  The thing is you do not need great launcher tech for your counter missiles.  You will need to get your warhead damage multiplier up a bit (around x5 works well) so you are not using to much of your size 1 missile's capacity on the warhead but after that the engine reasearch is a derivative of your ship engine reasearch.  The only other major cost of reasearch is for missile agility.  Once you have the launcher rate 3 you can fire your counter missiles every 10 seconds.  Use your missile escorts to thin out large salvo's that your beam point defense cant handle well and you will be able to survive a lot of incomming missiles.  Once they are out of missiles things get easier.  There are a lot of tricks to this though, so have fun figuring them out. 
To give you a hand the best dual purpose weapons to use for point defense are the lasers and mesons, and to a lesser extent railguns.  Railguns overall have about the same chance to shoot down an incomming missile as a turret mounted laser/meson without the mass penalty of the turret.  They are however horribly outranged by both lasers and mesons.  Lasers have better range than the mesons, but mesons ignore armour so they are really good for ripping appart anything that does get into their range.

Brian
Posted by: Hawkeye
« on: September 20, 2010, 10:03:42 AM »

So basically you need to be merged to fight with beams weapons, no wonder my beam ships get smoked... Whelp looks like missils for me. Thanks for your help.


Bullet

While I use missiles heavily myself, you might sing a different song once your economy crushes due to running out of minerals because you are constantly building missiles or once your main battlefleet runs out of missiles and gets clobbered by a beam armed NPR (been there, done that :)  )

So, the advice here is, yes, missiles are great, but don´t over-concentrate on them and allways have something as a backup, once this kind of situation happens.
Posted by: Vanigo
« on: September 20, 2010, 09:39:20 AM »

Well, beams are at a heavy disadvantage in open space, but they're great for jump point defense, and can be quite effective in ambush (typically mounted on FACs).
Posted by: bulletstop
« on: September 20, 2010, 09:35:28 AM »

So basically you need to be merged to fight with beams weapons, no wonder my beam ships get smoked... Whelp looks like missils for me. Thanks for your help.


Bullet
Posted by: Vanigo
« on: September 20, 2010, 06:30:42 AM »

Yeah, you've got exactly the same problem as last time. You should read distances more carefully. Also, there's a show max weapon range option on the system map you could use, if you really can't tell the difference between an m and a k.
Posted by: ZimRathbone
« on: September 19, 2010, 10:08:49 PM »

OK this time I have my ew set, under the battle screen where you have the eccm, fire control ,weapons and missiles I have it set as follow, I select my fire control, beam, then assign ew to it, select the 25 cm lasers, then target assignment and this is what I get.
http://s949.photobucket.com/albums/ad339/bhockstad/?action=view&current=Newlog.png.
I am at a loss as to why I can not shoot beams, unless I broke something while giving earth more mins... Please let me know.


Bullet


According to that screenshot the Bremen is trying to hit the Hornets at 19 Million Kilometers (19,000,000 km) - which is WAAAAY out of your Beam Fire control range - Your Missile Fire controls are targeting fine but you need to close the range MUCH more to get the beams in - max range seems to be 480 thousand Km (480,000km) and I would not be surprised to see the range around half that before you get regular hits.

Slainthe
Posted by: bulletstop
« on: September 19, 2010, 09:53:08 PM »

OK this time I have my ew set, under the battle screen where you have the eccm, fire control ,weapons and missiles I have it set as follow, I select my fire control, beam, then assign ew to it, select the 25 cm lasers, then target assignment and this is what I get.
http://s949.photobucket.com/albums/ad339/bhockstad/?action=view&current=Newlog.png.
I am at a loss as to why I can not shoot beams, unless I broke something while giving earth more mins... Please let me know.


Bullet
Posted by: bulletstop
« on: September 17, 2010, 03:37:42 PM »

Ouch, means I am reading the ranges wrong, who ever these Aliens are they are fast 16km/s. ok thanks was my mistake, I was reading it as 3748 but actually it is 3748k km which means 3 million not 3700 hundred, Boy do I feel dumb.


Bullet
Posted by: mavikfelna
« on: September 17, 2010, 01:30:53 PM »

you don't actually have your ECCM assigned to the fire control.

You have to set it up on the individual ships, I think. You can find the ECCM assignment on the Combat Settings tab on the Individual Unit Details window. Choose your ECCM from the drop down, select the fire control you want to attach it too and then hit assign.

--Mav
Posted by: Vanigo
« on: September 17, 2010, 01:30:31 PM »

Uh, are you sure you're at 38,000 km? That looks more like 3,800,000 kilometers to me, which is way out of range.
Posted by: bulletstop
« on: September 17, 2010, 12:48:24 PM »

OK, here is what the log says when I had another encounter.http://s949.photobucket.com/albums/ad339/bhockstad/ I hope this is legible
Posted by: bulletstop
« on: September 17, 2010, 11:08:39 AM »

heh, because I was a noob and did not understand everything , :P. I know now by reading, I do get it. OK so here is the deal, I encounter the ship and have a lock solution at 48k. I engage with beam weapons and it says it has zero base chance and shows the modifier for ew as 0% and does not fire. I have gotten as close to 38 k with same results, well my PD failed to get all the missiles and my ship went and blew up ;D.
 My beam rating for the fire control is 68K  and I have eccm 5 linked to my fire control, so if I understand this, it has for a ship of 14500 tons I should have at 48k just under 50%, right? I know have researched eccm 5 so I should be on par with their ecm. now my missiles has no issues nailing them, when I take in a Missile armed ship, they go boom, but beam mounted no way..
 OK so do not use turrets, will do. I may just use missiles as they seem to work ok until I can grasp the beam fire control, and folks I know I am missing something easy, I just can not figure out what.
 I will take a screen of what it says and show you all. Again thanks for looking at this and it most likely is something I missed in the forums.
@ Brain, yea my ciws is hugh, but it is effective, when I go in with 3+ JD missile armed I nailed 6 of them and a few hits on me, ciws worked well. I only have one eccm and it is linked to my primary fire control, the second is back up only. I read that the ciws is a self contained unit with its own fire control so I do not link it with the primary, only the secondary fire control. This game is in depth, why I like it, But I still am a novice and I still have lots of things to learn. Thanks for all your help folks.


Bullet


Grammer sucked..
Posted by: Vanigo
« on: September 17, 2010, 09:47:16 AM »

My best guess as to the problem is that you're trying to fire at max range. Problem is, at your fire control's maximum range, your chance to hit will be, like 1%, tops. At half max range, you'll have a base accuracy of 50%, and at point blank range, close to 100%. This base accuracy is then modified downward by ECM and target speed, unless your ECCM and tracking speed are higher, but no matter how good they are, beams are worthless unless you're at least a little bit closer than the stated maximum.

Oh, and turret speed should not correspond with ship speed. What he was trying to say is that, with no turret, weapon tracking speed is equal to the speed of the ship it's mounted on (or your fire control tracking speed technology, whichever is higher). The turrets you've got on those lasers aren't much faster than the ship itself, so they do you very little good. You could save space by using unturreted beams.

Edit: Oh, and by the way, why did you even design such a big reactor? The way I see it, several little ones do just as well, and that way you can use the same design for something like this. You do save space on internal armor on big ones, IIRC, but a bunch of size 1 reactors have way more total hits to kill, so you don't need the armor as much.