Master of Orion

Master of Orion

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martin77 Nov 14, 2016 @ 1:38pm
Missiles - Torpedoes help
Hi!
I made this thread because im still a bit confusing about the immunities and counters against this.
Torpedoes can only defended with ecm, is that right?
So no physically damage to them (like PV, AoE damage field, fighters) do something?
What is with the High voltage field or the other tech, pulsar?

Missiles in the other way can shooted and ECMed, right?

Is ECM automatically fitted on starbases?

Can MIRVED missiles intercepted?

Does dauntless guidance only affect missiles?
And what is with rapid missile racks?
do they affect torpedoes or only missiles?

And anti-missile-missiles, whats the point of them? are they better than beam PV?
Last edited by martin77; Nov 14, 2016 @ 1:41pm
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Doombringer Nov 14, 2016 @ 5:14pm 
Torpedoes move slowly and are easy to dodge, but are immune to point defense.
Mainly meant for use against stations or big slow ships.

MIRV missiles can be shot down, but once the warheads splits (close to the target) point defense won't work against them.

Anti-Missile Missiles are useful early game when beam/cannon point defense have a low hit chance.

Don't know about dauntless/missile racks with (semi-guided) torpedoes...
I would guess no though.
Last edited by Doombringer; Nov 14, 2016 @ 5:15pm
frdnwsm Nov 14, 2016 @ 6:32pm 
Missile racks do not work with torpedoes; they aren't launched from racks. I strongly doubt Dauntles technology works with torpedoes for the same reason, Torps are semi physical, being bunches of energy quanta packed into a containment field, that explode on contact. Compared to missiles their accuracy is poor. However, they cannot be shot down. They are best used against big, slow targets. Semi-guided mod increases the hit rate somewhat.

If the enemy is using MIRVed missiles, have a bunch of PD frigates out in front of your larger ships to shoot them down before the warheads separate.
Last edited by frdnwsm; Nov 14, 2016 @ 6:34pm
Dstar Nov 14, 2016 @ 8:24pm 
Originally posted by frdnwsm:
Missile racks do not work with torpedoes; they aren't launched from racks. I strongly doubt Dauntles technology works with torpedoes for the same reason, Torps are semi physical, being bunches of energy quanta packed into a containment field, that explode on contact. Compared to missiles their accuracy is poor. However, they cannot be shot down. They are best used against big, slow targets. Semi-guided mod increases the hit rate somewhat.

If the enemy is using MIRVed missiles, have a bunch of PD frigates out in front of your larger ships to shoot them down before the warheads separate.

All missile types have className: TacticalMissile, while all torpedoes have className: TacticalTorpedoe, so I agree with your assesment that Dauntless Technology is unlikely to apply to both; if it does, given that fact, the description should explicitly mention that fact,and given that the question exists, I would argue that it's a bug (albeit an incredibly minor one) that it doesn't explicitly _exclude_ torpedoes just to be clear.

Although... that said, there is no distinction between cannons and beam weapons in WeaponTypes.yaml, which is interesting. If cannons do not benefit from computers, then there's clearly some hardwired configuration in the engine, which completely throws out any conclusions we can make based on the yaml files; we'd need a dev to weigh in.
Spud Dastardly Nov 14, 2016 @ 9:21pm 
Originally posted by martin77:
Is ECM automatically fitted on starbases?
No. Star bases only get battle scanner and high energy focus. Battlestations get that and heavy armor. Star fortresses get those and dauntless guidance system.
Marbur Nov 15, 2016 @ 12:54am 
In the early stage of the game the defense missile are better than the point defense weapons.

"Torpedos explode on impact and are not affected by jamming or point defense systems."
It's from the description in the game.

But torpedos have hit points and I think they are not immune to AoE.

Because of their bigger damage compared to missiles they are much better against big armored targets. Try to fight a space monster with only Merculite missiles or with only Proton torpedos and you see the difference. :catapultry:
I like torpodes modified with Overloaded and Semi-Guided.
Last edited by Marbur; Nov 15, 2016 @ 12:57am
frdnwsm Nov 15, 2016 @ 1:46am 
>>"Try to fight a space monster with only Merculite missiles "<<

Poor example; monsters here are feeble. They're even too lazy to get off their planets and attack you when you skirt the edges of their system, unlike MOO2 where they would rip you a new one. I can take out the Guardian with 5 battleships armed with nothing but MIRVed pulson missiles. Merculites would probably work as well, since they take up less space per mount. Maybe I'll try it next game that I end up situated near Orion.
Last edited by frdnwsm; Nov 15, 2016 @ 1:52am
Marbur Nov 15, 2016 @ 2:07am 
Originally posted by frdnwsm:
>>"Try to fight a space monster with only Merculite missiles "<<

Poor example; monsters here are feeble. They're even too lazy to get off their planets and attack you when you skirt the edges of their system, unlike MOO2 where they would rip you a new one. I can take out the Guardian with 5 battleships armed with nothing but MIRVed pulson missiles. Merculites would probably work as well, since they take up less space per mount. Maybe I'll try it next game that I end up situated near Orion.

Not a poor example but the answer is very weak, because I did prove my example bevor claiming to know it better.

I was talking about Merculite missiles (research level 3) and Proton torpedos (research level 4). Now telling that modified Pulson missiles from research level 7 are stronger is really sharing big wisdom. :steammocking:

The guardian is strong, but weaker space monters don't need battleships. Cruisers with torpedos are enough.
Last edited by Marbur; Nov 15, 2016 @ 2:18am
frdnwsm Nov 15, 2016 @ 4:06am 
I think the main point is, rather, that space monstes are weak opponents and need some upgrading. I have two near me in a current game; I'll go after them with cruisers armed with merc missiles and see what happens.
Last edited by frdnwsm; Nov 15, 2016 @ 4:07am
martin77 Nov 15, 2016 @ 6:33am 
Thank you all for your replies!

Last edited by martin77; Nov 15, 2016 @ 8:14am
frdnwsm Nov 15, 2016 @ 12:39pm 
Admiral Marbur, Sir!
::throws off a rather sloppy salute::
Mission accomplished, Sir!
"Sighted squid, sank same."

(Extra points if you can tell me the origin of the message I am misquoting here).

Defeated a space squid with a motley fleet consisting of 2 cruisers, 3 destroyers and 4 frigates, all armed with merculite missiles. Not a ship was lost, although one cruiser was hurting badly at the end. Class 3 shields and Tritanium armor.

Really, space monsters aren't much more of a threat than pirate fleets.
Last edited by frdnwsm; Nov 15, 2016 @ 1:09pm
Marbur Nov 15, 2016 @ 2:38pm 
Congratulations Sir Frdnwsn. :Honored:

You next order is to eliminate a space dragon with this fleet.
frdnwsm Nov 15, 2016 @ 5:45pm 
The EXACT same fleet? Dragons are a bit harder, I would need a couple of extra cruisers. I'm working a huge Galaxy, and I'm not even sure where the Dragon is located at this point, but I'll see what I can do. It's likely my ships will be significantly improved by the time I even find the thing, however.

I just went for the squid because it was the only space monster anywhere near me.

I'd like to see monsters a bit tougher, but also more aggressive. They should get off their lazy butts and attack any ship that enters their system. Being able to skulk past them by hugging the edges of the system really lowers their threat level to exploring ships. They also shouldn't be visible until you actually enter the system.

Surprise!

As a hint, the quote is derived from a famous WW2 message from a U.S. Navy pilot.
Last edited by frdnwsm; Nov 15, 2016 @ 5:53pm
Marbur Nov 16, 2016 @ 9:07am 
Or you replace some of the missiles with overloaded torpedos. ;)
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Date Posted: Nov 14, 2016 @ 1:38pm
Posts: 13