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Posted by: Sematary
« on: January 07, 2014, 12:55:13 PM »

I tried to play a game with just beam weapons and the first time I came up to an NPR that was faster than me I lost my entire fleet in less than 5 minutes against 2 enemy ships.
Posted by: joeclark77
« on: January 07, 2014, 12:17:16 PM »

Well, missiles have a built-in logistics challenge. The further you get from your homeworld, the harder it is to keep the magazines loaded. And heaven forbid you run out of gallicite! So energy weapons have a role, it's just that I've rarely played a game where I had to depend on them much. I'm new, too.
Posted by: Hydrofoil
« on: January 07, 2014, 07:37:49 AM »

So far pretty much every battle I've been in has been decided by the quantity of missiles I can fire (both the # of missiles per volley, and the # of volleys).  I've worked hard at refining my offensive energy weapon technology and designs, but darned if I've ever used them for anything except finishing off stragglers.  (Mesons and gauss cannons for point defense do get a lot of use on my ships, though.)

yeh i can imagine missiles the dominant long range weapon which makes me wonder why the 28k tonne ship only had laser cannons
Posted by: joeclark77
« on: January 06, 2014, 05:03:24 PM »

So far pretty much every battle I've been in has been decided by the quantity of missiles I can fire (both the # of missiles per volley, and the # of volleys).  I've worked hard at refining my offensive energy weapon technology and designs, but darned if I've ever used them for anything except finishing off stragglers.  (Mesons and gauss cannons for point defense do get a lot of use on my ships, though.)
Posted by: Hydrofoil
« on: January 06, 2014, 04:17:57 PM »

Thanks guys it didnt work though the alien ship was 28K tonnes and was armed with 12 laser cannons that burned through ym escort destroyers 4 layers of armour in a single salvo ;_;
Posted by: joeclark77
« on: January 05, 2014, 10:34:16 PM »

You can go into the combat Window and re-assign your AMM launchers to the other fire control (presumably your ASM fire control has more range). Then you should be able to target the enemy. Don't fire until the ship is within range of the AMMs themselves, though, or they'll just run out of gas...
Posted by: MarcAFK
« on: January 05, 2014, 07:59:08 PM »

Maybe there's a problem with your design, post the ship and missile design here so we can have a look, put the design into code tags to make it easier to read.( select the whole post them press the # button above the icons).
Posted by: sloanjh
« on: January 05, 2014, 07:40:42 PM »

Do you know how to use anti-ship missiles?  They work the same way.  From a game mechanics point of view there's no difference between an ASM and an AMM, there's just missiles.  ASM vs. AMM describe the intended role of the missile (e.g. AMM tend to be small, fast, and have a small warhead).

John
Posted by: Sematary
« on: January 05, 2014, 05:21:31 PM »

If your AM FC can't target the ship its not close enough. Either wait till it gets close enough or put your AM launchers on your larger FC.
Posted by: Hydrofoil
« on: January 05, 2014, 05:18:18 PM »

I know that it is possible to use my anti missile missiles as an aggressive weapon but i cant seem to find how to help please! I have a 28000 ton alien sip baring down on me and its my last ditch attempt to attack it seems to only be equipped with laser cannons