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Did they change battle visuals in 1.1.17?

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12 years ago
Aug 21, 2013, 8:26:12 AM
I managed to squeeze in a few matches since 1.1.17 came out and just now tried to apply my favourite ship design.....the Missile Carrier.



Background Info...I m an old Robotech fan and the most striking scenes I remember are whenever mobile power armor (Zentraedi or Human) fired salvos of mini-missiles. Hell yeah!!!!



Which is a ship (regardless of hull size) loaded to the brim with melee range Missiles. Nothing beats the glorious high explosive swarm locking in on their prey. Before with short-range type missiles I was firing 4 salvos per round and therefore was able to destroy 4 enemy ships per battle turn, my salvos were reaching the enemy almost instantly. Hitrate was (of course) crap. This also applied to melee lasers.....4 salvos per turn.



Additional info. Medium range missiles would fire twice per turn so the basic layout for weaponry was once per turn for long range, twice per turn for medium range and 4 times per turn for melee range.



Now with melee weaponry I fire 1 salvo of missiles, 2 salvos of lasers and 4 salvos of kinetics. So basically the same as old-school or "optimal" settings. At long range I see whole salvos miss their target. Yes, I know about accuracy but cmon....with 25 weapon modules loaded statistically a FEW should hit their mark. And while firing 4 times per turn damage wasnt too crappy overall. I m not asking about one-kills here. But 4 Dreadnaughts with 25 missile modules each firing a Nosebreaker fire pattern MISSING ALL???



I was trading battle performance (melee missiles are not the best choice) for optics (which were fantastic). As it is now melee missiles look as lame as their long range variant but are completely worthless so why do we have a choice?



IMO (if this wasnt a coding oversight) you could as well scrap range selectors for the weapons and go with the classic version cuz we only have 1 correct choice per weapon type, as it stands now we cripple ourselves if we try to go a different way. I went over the patch notes as well but couldnt find any changes to battle mechanics xcept for fighters and bombers. Did I miss something?



Opinions?





P.S. I tested this out with 3 Dreadnaught models, all identical except for weaponry and send em off to watch the manual cinematics. On all fights the enemy had zero flak modules and I was countering long and medium range turn. The ONLY viable choice in terms of damage is kinetic for melee range right now, lasers and missiles were craptastic bad.
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12 years ago
Aug 28, 2013, 10:17:39 AM
  • Go read the design threads about the beta and 1.1.17 combat mechanics to clear up some of your confusion. There is just way too much involved to address your post without an hour or so of typing.
  • The FAQ & Guide Forum is pretty much dead, it certainly doesn't contain the sort of discussions the forum description suggests it does. I made this mistake too.
  • The chance for Melee Range missiles to hit at Long Range in the situation you describe is around 10%.
  • The graphical simulation is a representation of what happens. Combat is resolved first at the start of a range phase and then it shows you a picture of what occurs. It doesn't happen in real time.
  • The Range Phases & Weapons don't really mean distance. It is just a label.

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12 years ago
Sep 9, 2013, 6:39:55 AM
Experience shows that the Steam forum hardly answers such questions......the 10% I can live with, its a good trade-off for short-range weaponriy...I dont complain here.



What I complain about is the fact that after a patch the number of missiles fired is the same as long range-weaponry PLUS the accuracy penalty when before I had a swarm of missiles not hitting very well. That was playing out as intended. Short-range weaponry now is broken for missiles and beam weapons...no need to read the patch notes but thanks for the advice.
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