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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by nuclearslurpee on Yesterday at 08:33:31 PM »
Troop transports don't require shuttle bays in order to transfer troops to / from a planet without a spaceport or orbital shuttle bays. As per http://aurora2.pentarch.org/index.php?topic=8495.msg105591#msg105591 troop bays are said to follow another rule, but I couldn't find the follow up post regarding troops bays, so I'm not sure if this is intended behaviour.

They do not require cargo shuttles, but will work very slowly without them. I believe this mechanic exists to allow things like loading a boarding party after they have captured a ship, but can also be used for small marine detachments that take control of enemy sensor outposts and the like when there is no opposition but you don't want to transport a whole brigade all the way out there.
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by GhostIsGone on Yesterday at 07:17:58 PM »
Troop transports don't require shuttle bays in order to transfer troops to / from a planet without a spaceport or orbital shuttle bays. As per http://aurora2.pentarch.org/index.php?topic=8495.msg105591#msg105591 troop bays are said to follow another rule, but I couldn't find the follow up post regarding troops bays, so I'm not sure if this is intended behaviour.
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Erik L on Yesterday at 06:36:22 PM »
I suspect with the current numbers decoys are going to be basically "have one or two if you're expecting box launcher swarms." But they'll be very effective in that scenario, since even doubling the number of box launcher missiles to kill a ship is going to make a massive difference.

Yes, that is their intended role.
release when?
Q2
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Aloriel on Yesterday at 04:15:43 PM »
release when?
Every time you ask, he adds a month
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C# Mechanics / Re: Is it still possible to make tractor-beam chains?
« Last post by boolybooly on Yesterday at 03:55:44 PM »
point of information in 2.1.1 yes, you have to connect them in sequence, each but the chain terminator must have its own tractor beam, you have to connect in reverse order, 2>1, 3>2, 4>3, Tug>4, then it will move but only 4 will count as weight for speed

this kind of question works best in the "questions not worth their own thread" thread as more people will read it

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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by nuclearslurpee on Yesterday at 02:52:00 PM »
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Marski on Yesterday at 02:46:20 PM »
I suspect with the current numbers decoys are going to be basically "have one or two if you're expecting box launcher swarms." But they'll be very effective in that scenario, since even doubling the number of box launcher missiles to kill a ship is going to make a massive difference.

Yes, that is their intended role.
release when?
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Steve Walmsley on Yesterday at 06:36:52 AM »
I suspect with the current numbers decoys are going to be basically "have one or two if you're expecting box launcher swarms." But they'll be very effective in that scenario, since even doubling the number of box launcher missiles to kill a ship is going to make a massive difference.

Yes, that is their intended role.
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Destragon on Yesterday at 05:47:01 AM »
Is anything known about the order of actions when it comes to using decoys and defensive fire? It would be great to know how the new electronic warfare is integrated into missile defense. Do the point defense guns fire first and electronic warfare happens afterwards or is it vice versa? Can ship B launch decoys while ship A is targeted?
The post says decoys are launched "after point defence fire but before CIWS fire".
Also, "If the total MSP of inbound missiles targeted on the ship is equal to or greater than the Decoy Threshold, at least one Decoy Missile will be launched." so only the ship targeted by missiles will launch decoys.
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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by kilo on Yesterday at 05:05:05 AM »
Is anything known about the order of actions when it comes to using decoys and defensive fire? It would be great to know how the new electronic warfare is integrated into missile defense. Do the point defense guns fire first and electronic warfare happens afterwards or is it vice versa? Can ship B launch decoys while ship A is targeted?
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