Author Topic: noob request  (Read 9896 times)

0 Members and 1 Guest are viewing this topic.

Offline Ashery

  • Warrant Officer, Class 1
  • *****
  • A
  • Posts: 91
Re: noob request
« Reply #30 on: August 16, 2011, 07:05:14 AM »
Depends on the turrets. With gauss, I'd lean towards using a 1:1 (BFC:Turret) ratio where the turret contains four 5HS GCs. For other beam weapons, I'd personally favor a 1:2 ratio using quad turrets. Most of the other posters have more practical experience than me, but those are the impressions I've developed while reading the boards. Note, however, that one's designs should depend on what you're fighting against; the previous advice is primarily aimed at PD being used in an anti-missile role and wouldn't hold up as well against, say, a swarm of meson equipped fighters.

No experience with missiles, so can't comment on that angle (My first game is using the no missile challenge, heh).
 

Offline Charlie Beeler

  • Registered
  • Vice Admiral
  • **********
  • Posts: 1381
  • Thanked: 3 times
Re: noob request
« Reply #31 on: August 16, 2011, 08:49:57 AM »
So how many fire controls to turret ratio?

Also, in case of missiles, 4tubes to 1control is ok?

For beam turrets I use a 1:1 ratio for maximum flexability. 

For defensive missiles I use multiples of 5.  This has to do with the maximum defense assignment is 5v1.  Usually 10:1.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline orfeusz (OP)

  • Sub-Lieutenant
  • ******
  • Posts: 109
Re: noob request
« Reply #32 on: August 16, 2011, 12:50:51 PM »
eee.. my missiles don't have sensors on board. Is that a bad thing?



Second thing: in no maintenance game, do i need EM and Thermal sensors? Or can i use Active sensor all the time?
« Last Edit: August 16, 2011, 12:53:48 PM by orfeusz »
Only in Death does Duty End
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5657
  • Thanked: 372 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: noob request
« Reply #33 on: August 16, 2011, 01:05:56 PM »
eee.. my missiles don't have sensors on board. Is that a bad thing?



Second thing: in no maintenance game, do i need EM and Thermal sensors? Or can i use Active sensor all the time?

No sensors means that if their target is gone, they won't do anything.

No maintenance just means that you don't need to expend an effort to keep your ships intact. They won't fall apart from old age.

Offline Klapaucius87

  • Leading Rate
  • *
  • K
  • Posts: 14
Re: noob request
« Reply #34 on: August 16, 2011, 01:15:28 PM »
Quote from: orfeusz link=topic=3924. msg38384#msg38384 date=1313517051
eee. .  my missiles don't have sensors on board.  Is that a bad thing?

U can shoot missiles without sensor and they will do fine.  The trouble come when the target is gone (destroyed, out of sensors) or the fire control is destroyed (nothing guide the missile anymore).  In those cases a missile with sensor will look for a new target within his sensors, while a missile without is lost.


 

Offline orfeusz (OP)

  • Sub-Lieutenant
  • ******
  • Posts: 109
Re: noob request
« Reply #35 on: August 17, 2011, 03:57:32 AM »
Does anyone know, why my 25000km/s missiles size 6 move to target with speed 4444km/s? This is the speed of my fleet...


EDIT: When i change speed of the fleet in F12 window, missiles speed changes to this same. Those already flying too. How to fix that?
Max for ships is 4444km/s and no matter what i try to set the missiles will not move faster then 4444km/s (max for slowest ship).


missile design:
Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 7    Armour: 0     Manoeuvre Rating: 19
Speed: 25000 km/s    Endurance: 43 minutes   Range: 64.3m km
Cost Per Missile: 4.475
Chance to Hit: 1k km/s 475%   3k km/s 152%   5k km/s 95%   10k km/s 47.5%
Materials Required:    1.75x Tritanium   3.53x Gallicite   Fuel x3750
« Last Edit: August 17, 2011, 05:25:28 AM by orfeusz »
Only in Death does Duty End
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5657
  • Thanked: 372 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: noob request
« Reply #36 on: August 17, 2011, 05:27:55 AM »
Does anyone know, why my 25000km/s missiles size 6 move to target with speed 4444km/s? This is the speed of my fleet...


EDIT: When i change speed of the fleet in F12 window, missiles speed changes to this same. Those already flying too. How to fix that?
Max for ships is 4444km/s and no matter what i try to set the missiles will not move faster then 4444km/s (max for slowest ship).


missile design:
Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 7    Armour: 0     Manoeuvre Rating: 19
Speed: 25000 km/s    Endurance: 43 minutes   Range: 64.3m km
Cost Per Missile: 4.475
Chance to Hit: 1k km/s 475%   3k km/s 152%   5k km/s 95%   10k km/s 47.5%
Materials Required:    1.75x Tritanium   3.53x Gallicite   Fuel x3750

That should be fixed in 5.52.

Offline orfeusz (OP)

  • Sub-Lieutenant
  • ******
  • Posts: 109
Re: noob request
« Reply #37 on: August 17, 2011, 05:33:02 AM »
That should be fixed in 5.52.


hmmm... i must have forget to apply patch as i downloaded it :|

Thanks
Only in Death does Duty End
 

Offline waresky

  • Registered
  • Vice Admiral
  • **********
  • Posts: 1486
  • Thanked: 8 times
  • Alpine Mountaineer..ohh Yeah!
Re: noob request
« Reply #38 on: August 17, 2011, 08:41:10 AM »
/snip

What resources are most needed?

/snip

Duranium
Corundium
Tritanium
Gallicite

For missile first..

Sorium for Fuel its Strategical resource.
 

Offline orfeusz (OP)

  • Sub-Lieutenant
  • ******
  • Posts: 109
Re: noob request
« Reply #39 on: August 17, 2011, 10:15:47 AM »
Sorium for Fuel its Strategical resource.


lol I was thinking that fuel was free. Good to know before i run out of  ;D
Only in Death does Duty End
 

Offline Thiosk

  • Commodore
  • **********
  • Posts: 784
  • Thanked: 1 times
Re: noob request
« Reply #40 on: August 17, 2011, 12:38:56 PM »
Corundium for mining!  Can't do a proper expansion without hundreds of thousands of corundium.
 

Offline shadenight123

  • Sub-Lieutenant
  • ******
  • Posts: 114
  • Thanked: 1 times
    • Gamer's thoughts-my blog
Re: noob request
« Reply #41 on: August 17, 2011, 12:41:23 PM »
and you understand the GAME hates you when, at a new and fantastic start, you just realize the entire system you are into (sol system) is completely and totally CORUNDIUM FREE! except for earth.
were it's already exhausted.
oh. . . and yes, geological teams already went for every single planet.
should i send them on every asteroid also? >. > hope the other systems have something.
people die all the time, it's not a problem.
it is if you're sending them to die.
i'm not. they just need to learn to be better.
at NOT BREATHING ON MARS!?
they need NOT TO CARE!
my blog (updated 17/12/2011) (updated every saturday):
http://shadenight123.blogspot.com/
 

Offline orfeusz (OP)

  • Sub-Lieutenant
  • ******
  • Posts: 109
Re: noob request
« Reply #42 on: August 17, 2011, 01:10:52 PM »
uhh Thanks to You i just find out what geological teams are for  ;D


This topic is beginning to be very multi-topics but thats how this great game is  :)
Thanks Mr. Steve  ;D

As for my next dilemma, i want to secure some jump points but from what i readied about mines they are not good enough for me :D What do You think for dedicated, short range, slow ship? I would place 2-3 20k ships near jump point and wait. Thanks to that it would not shoot all missiles after one unit come through. And i could decide to what target fire first. I want to know Yours opinions  :)
Only in Death does Duty End
 

Offline Thiosk

  • Commodore
  • **********
  • Posts: 784
  • Thanked: 1 times
Re: noob request
« Reply #43 on: August 17, 2011, 01:11:54 PM »
and you understand the GAME hates you when, at a new and fantastic start, you just realize the entire system you are into (sol system) is completely and totally CORUNDIUM FREE! except for earth.
were it's already exhausted.
oh. . . and yes, geological teams already went for every single planet.
should i send them on every asteroid also? >. > hope the other systems have something.

Check next door!  QUICK.
Geo teams on asteroids seem slow
Because you're in trouble.
 

Offline shadenight123

  • Sub-Lieutenant
  • ******
  • Posts: 114
  • Thanked: 1 times
    • Gamer's thoughts-my blog
Re: noob request
« Reply #44 on: August 17, 2011, 01:21:29 PM »
Check next door!  QUICK.
Geo teams on asteroids seem slow
Because you're in trouble.
and make it double, cause Sorium in my sol system is all 0.1 accessibility! luckily sorium harvesters are there! but i can't make it work!
>.>
long live the difficulty! i shall challenge and win, and come back laughing.
or die trying.
people die all the time, it's not a problem.
it is if you're sending them to die.
i'm not. they just need to learn to be better.
at NOT BREATHING ON MARS!?
they need NOT TO CARE!
my blog (updated 17/12/2011) (updated every saturday):
http://shadenight123.blogspot.com/