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Some missile are much easier to replenish then others
This is why I don't use missiles. If you use ship modifications on a TER Katana correctly and use the TER bolt guns on it, it will destroy everything so fast you won't even need missiles.
What are your turret settings like?
For capital ship targets swarm missiles or torpedoes.
What does that mean?
Well apparently if you have your turrets setup wrong your captain will suicide your destroyer into turret range of a station. I've never been able to figure out what setting stops that from happening, however.
"If you have your 1,5 km turrets not set to NOT shoot at stations, the pilot will fly in range to attack the station with ALL Turrets. and thats up close to 1,5km".
I disagree here respectfully. In my experience setting short range turrets to a point defense setting such as Attack all Fighters will NOT cause it to close with a Station or Capital ship.
Yes. The wording of the statement I quoted would seem to indicate the exact opposite.
If you remove the word NOT it makes sense and is consistent with my experiences.
But I think they get the idea... :-) If not they will eventually Lol
Much Thanx Mates for all the Info!!!
Keep your eye on it.
If it switch to another module on the other side of the station it might head in a straight line toward the station to reach it instead of going around to not get shot.
This is where people complaining about destroyer suicide usually come from is this behavior.
I mitigate this by using the coordinated attack command to spread out the destroyers around the station to keep this from happening as often.
Only missile I bother with is Dumbfire and only on ships with large missile capacity ie capitals. Like the previous poster with a Syn does. I would want at least 1300 + dumbfires. Missile turrets would only be part of the offensive strategy and I actually turn off the missile turrets until I feel they are needed. Otherwise a lot of missiles get wasted by AI.
I don't bother with the other missiles for the simple reason they aren't very effective against fast ships. They have neither the turning ability or the speed to catch the faster ships (and if they do catch them not the explosive yield). Therefore it doesn't make a jot of different if they are heat seaking or smart or whatever because they are unlikely to hit their target before they expire. The only targets you can hit with good certainty are capital ships because they are slow, but the shields are too big to be weakened by anything other than dumbfires unless you want to sit there for 10 mins firing one after another. Dumbfiires have the explosive yield and also the fire rate. Capitals are too slow to dodge even a dumbfire missile so that's the only effective strategy I have found. Funny really that the missile called dumb is actually the smartest choice as far as I can tell.
Its incredible that the game designers have built all these missiles/weapons into the game but the vast majority are in a word....rubbish.
A decent capital with a few dumbfire missile turrets will make mince meat in seconds of any opponent. The only downside, replacing the missiles. No problem for me as I have the resources to do so but you have to get to that point in the game if you haven't already.
To take out fighters its either pulse or flak turrets or other fighters.
Sidenote:
In previous games this wasn't the case, there was the wasp and the typhoon missiles which were a great combo. The wasp was fast and packed a little punch, you could start destroying Xenon swarms at range. The Typhoon was swarm and considerably more powerful.
Also, does anyone else think the split are pretty weak for a combat focussed faction? I beat a split dragon using a terran M5 equivalent with about 5-7 shots -.- wtf.