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Post by helios on Feb 23, 2013 3:19:27 GMT -5
so u prepared urself to be a alienkiller and when u meet the alien u failed because u took the one way road virtory or death
why u didnt switch tactic from kill to survive once u saw it wont work?
ram hullbreak and escape with shuttle
this way u could have revenge on less superhero aliens later
i full suport battles that u cant win are random created by engine as long as u can escape death if u well prepared and willing to sacrifice ur ship
Sent from my GT-P6800 using proboards
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Post by Deleted on Feb 23, 2013 12:52:57 GMT -5
There are alien ship you won't be able to ram. My ship in this instance was a mdium agile shipwith 40 hull and 240 crew, designed for boarding. The fact that the enemy not only was able to gun me but prevent me from boarding shows that I would've failed if I attempted to ram him.
My last captain had 3:1 engines to hull rato and went up against an alien 4x my level. I tried ramming and got boarded. I'm curently using another ram-captain, but this time I will make my strength 600% of my level (strength doesn't cause you to level up so enemies won't become more powerful if I invest a lot in Strength)
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martyparty
Exemplar
[ Heroes of Steel Supporter ]
Posts: 326
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Post by martyparty on Feb 23, 2013 17:02:49 GMT -5
I think the captain's stats have too big of a modifer affect on a ship's base stats. I'm with the people who think if you have a really fast ship, the other captain shouldn't be able to catch you with a really slow ship, no matter how high his level.
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Post by Deleted on Feb 23, 2013 17:27:30 GMT -5
I think the captain's stats have too big of a modifer affect on a ship's base stats. I'm with the people who think if you have a really fast ship, the other captain shouldn't be able to catch you with a really slow ship, no matter how high his level. No, because then ships that are slow or medium will have a HUGE penalty. ST is all about balance, and a physicial impossibility to change range due to only ship speed and agility is no balanced at all. However, ship speed and agility play a huge role in changing range. Also, your pilot skill is worth much more. Its just not a guarenteed free pass
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martyparty
Exemplar
[ Heroes of Steel Supporter ]
Posts: 326
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Post by martyparty on Feb 23, 2013 17:42:12 GMT -5
In racing terms, if you put a crap engine in Sebastian Vettel's Red Bull F1, it wouldn't matter how good a driver he is, he's not going to win!
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Post by Deleted on Feb 23, 2013 17:47:12 GMT -5
Speed/Agility isn't that black and white.
Every ship has the ability to reach light speed. Agility determines how easy it will be for you to maneuver, turn quickly back and forth, which is good when you're 100 ft from the enemy and he's gunning at you and constantly trying to turn left and right to lose you. A high pilot skill can make up for high agility, but its hard. Speed determines more how close you can get to light speed during combat while remaining in control and being stealthy. High speed doesn't mean the ship has a physical capacity to go faster, but rather makes it easier to go faster while remaining stealthy, which is good if you're trying to advance the enemy without detection so you don't get torped and so its harder for the enemy to escape (as he doesn't know where you are). A high stealth skill can make up for lots of sails, but its hard.
Its not like a fast ship can go 300 mps and a slow only 100 mps. Its not that black and white. Again though, speed and agility do provide very high advantages. Its just not so overwhelming that its mandated.
Advantages for speed: - significant stealth boost for combat - each stealth is worth more for combat --- 1 stealth on fast is like 2 stealth on slow - stealth upgrades are more effective - significant pilot/stealth boost for deep-space (exellent for preventing accidents and avoiding encounters) - each pilot and stealth is worth more for deep-space travel in terms of accident and encounter avoidence --- 1 pilot and 1 stealth on fast is like 2 stealth and pilot on slow for deep-space travel - in addition to the actual speed bonuses, sail bonuses are also present. For example, a fast ship automicly means that ypu're sails are 2x your hull. In addition to bonuses for speed, you'll also get seperate, additional bonuses for the high sail ratio
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Post by slayernz on Feb 25, 2013 17:30:44 GMT -5
Just re-reading your original post, you were in a ship with engines roughly matching your hull size, going against a ship with a 2:1 engines ratio. Man, even if the alien captain was exactly same level and pilot stats as you, it would probably have a MUCH luck controlling ship ranges than you - you're driving a bus, heavily armored to boot. It has a V12 sports saloon. you're trying to pull alongside it on an open road. Good luck there. Even IF you managed to board it, the Terrox has 500 crew. Whatever you were planning to do, the odds were stacked against you.
The game shouldn't be changed to cap alien levels, especially on the harder difficulties. You've chosen to play in Impossible, which is described as "A brutal (and possibly short) trip through the Quadrant". The fact that the word "ridiculous" has been used twice in the descriptor also says something. The fact you survived to level 170 is astounding. You cannot expect that you will win every fight- nor should expect that every fight is indeed win-able. If you did, you're playing the wrong difficulty.
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Post by Deleted on Feb 25, 2013 17:59:13 GMT -5
Mathamatily speaking, the carnifex crruiser is the best ship for boarding at short range. A quick ship would've had less crew and hull, and it would've been even harder to board enemy. Unlike ram, usually board defense comes before gun attack in gun vs board (as you can gun succesfully and still be boarded) which is why until then I've never been unsuccesful when attempting to board unless the enemy rammed.. Although engines help boarding attack, crew numbers and weapons help more. My ship was the best ship I could've had when I tried to board the terrox (twice).
What I did wrong was my XP balance. I should've invested more in warrior (250% lv), as well as carry more weapons and invest more in strength as strength doesn't cunt towards LV. If that doesn't work this time, then I'll try investing more in pilot and getting an advanced bridge, or I'll invest even more in warrior (300%) and strength (400%). Eventually I'll get it right.
Regardless, thanks to the artifact isolation chamber, I can now carry upto 25 artifacts to boost my vet's bonus by a rediculous amount without having to worry about any combat penalties. And cory states 25 artifacts is equal to 50 weapons with a vet vs aliens. Still have a few questions about that, but regardless I know that'll help A LOT when trying to board an enemy gunning alien, much more than 25 weapons with an MO.
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Post by slayernz on Feb 25, 2013 18:19:41 GMT -5
the Terrox had 500 crew ... I don't know where they kept em, but 500 crew certainly help resist boarding attempts. It out-matched you for speed, agility, equalled you for guns, and out-matched you for crew. Your original balancing does seem a little one-dimensional - you might be minimizing your level growth by focusing predominantly on strength/warrior, but it comes at a cost of other traits. You might have come across a build of captain that has all offense, and little on defense, so when you do come across something nasty, you're screwed. Nonetheless, you seem to be doing well, and there is no single way to approach the game. that's why it's so great - you're not stuck with following one formula for success.
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Post by Deleted on Feb 25, 2013 21:11:01 GMT -5
That IS the greatness of ST. So many formulas.
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Post by ikkon on Apr 1, 2013 17:52:32 GMT -5
Was running an option? I normally run from aliens and they leave me alone. The exception being the time I was on Hard at level 10 and ran into a level 1 alien ship with 500 hold. Yup level 1. I thought it was a typo until I killed it.
Impossible is suppose to be... well Impossible. You were fighting high level aliens in an awesome ship which is also suppose to be near impossible. It doesn't take a crazy die roll to end up dead in that situation, and I have seen some crazy die rolls.
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Post by rabidbite on Apr 1, 2013 18:57:19 GMT -5
@starfixer
Just making sure you understand something Starfixer.
That wasn't Rabid Rabbit in disguise.
I think ...
rabid ;D
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Post by captaincrankypants on Apr 1, 2013 21:03:55 GMT -5
ikkon - You can't always run because some of the aliens are very fast. I had a new experience of boring one to death today. It was a Narvidian w/40 hull; 1000 crew and150% of my level. It was ram gun retreat for 1005 turns. My captain couldn't get away couldn't land a hit and couldn't breach his own hull. I just didn't feel like getting picked off by an alien AGAIN.
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Post by Deleted on Apr 1, 2013 22:45:38 GMT -5
ikkon - You can't always run because some of the aliens are very fast. I had a new experience of boring one to death today. It was a Narvidian w/40 hull; 1000 crew and150% of my level. It was ram gun retreat for 1005 turns. My captain couldn't get away couldn't land a hit and couldn't breach his own hull. I just didn't feel like getting picked off by an alien AGAIN. Oh god those narvadian hives are the worst. The only ones worse than those are the alien terroxes, because they'll gun you and not even let you board!
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Post by fallen on Apr 2, 2013 9:08:55 GMT -5
Mmmmm can't wait until the Terrox appear in Templar Assault!
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