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Post by lixxx235 on Jul 3, 2014 1:10:13 GMT -5
I'd like a bit more info on retaliation attacks. Do they do more or less than normal damage? It doesn't happen every time- what causes it to go off? Also, could you add this to the library? Thanks.
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Post by renovate on Jul 3, 2014 11:18:19 GMT -5
I think the captains gun skill determines frequency. My frontline fighters have 4 to 6 gun skill and they retal quite often. Pair that up with high evasion and a high damage light gun and you'll destroy xeno fighters with ease.
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Post by Brutus Aurelius on Jul 3, 2014 12:01:15 GMT -5
Counter attacks have the same damage range as the ship's base damage range, including damage added by Upgrades. Ship Material added to Sensors dictate how many dice are rolled for Counter Attacks, increasing success likelihood (I think). Gun and Torp attack Skill increase chance to hit the Xeno ship.
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Post by squee on Jul 3, 2014 16:00:28 GMT -5
The actual chance to do counterattacks is actually determined by the evasive properties. Evasion, Pilot, and Stealth, and apparently Sensor as well. It makes sense considering the faster and more maneuverable you are, the easier it is to dodge and fight back.
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Post by Deleted on Jul 4, 2014 13:50:52 GMT -5
I always assuming it was gun and defense which increased chance of counterattack with guns when the enemy guns you. If you have no guns and only torpedoes, you will counter both gun and torpedo attack from upto 3 range with torpedo attack, determined by torpedo and defense. I believe where the enemy attacks you (front, back, side) also determines whether you'll counter or not. I don't know why or how anyone would think sensor helps with counters or any other combat dice, unless Cory Trese or fallen stated it specifically.
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Post by squee on Jul 4, 2014 13:59:33 GMT -5
Here ya go: startradersrpg.proboards.com/post/89909/threadApparently Sensor also rolls like Tactics in STRPG, not exactly sure in what way though. So do you mean if you have a gun equipped, but no gun skill, you will counterattack with torpedoes? Otherwise, I don't completely doubt gun skills help chance of counterattack, but Cory did leave it out of the list of things that determine ability to counterattack. At the very least, gun and torp skill and parts increase the chance of a counterattack hitting.
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Post by Deleted on Jul 4, 2014 20:00:59 GMT -5
Here ya go: startradersrpg.proboards.com/post/89909/threadApparently Sensor also rolls like Tactics in STRPG, not exactly sure in what way though. So do you mean if you have a gun equipped, but no gun skill, you will counterattack with torpedoes? Otherwise, I don't completely doubt gun skills help chance of counterattack, but Cory did leave it out of the list of things that determine ability to counterattack. At the very least, gun and torp skill and parts increase the chance of a counterattack hitting. If you have a torp but no gun equipped, you will counter with torpedo.
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Post by beverage on Jul 16, 2014 15:55:16 GMT -5
Only if the incoming attack is a torpedo though right? I will be relieved and happy to stand corrected but my understanding was "incoming attack (gun/torp) vs Stealth, Sensor and Captain skill (in gun/torp) determined this. I have never seen a gun attack get countered by a torp nor visa versa. Anyway, Great game much depth
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Post by squee on Jul 16, 2014 17:49:22 GMT -5
Gun attacks can actually be countered by torpedoes. Stealth is for torpedo attacks, and Pilot is the one that is used against gun attacks. I'm not sure if Pilot affects 1 range torpedo attacks. Captain skills for gun and torp affect accuracy, but right now there is no proof that they affect the chance of counterattacks occurring. That is (at least in part) determined by Sensor, Evasion, and Stealth or Pilot.
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