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Post by pendell on Jul 22, 2014 10:56:26 GMT -5
After 8 games I finally figured out how to add close-in defense system to a fighter, and how to mount both railguns AND torpedoes on a cruiser.
There is one weapon button on the left. Click on the button, then click on railgun. Then click on the button, click on a torpedo option. Now I have both slots filled.
And the same for fighters -- click on weapon, click on a gun to mount a gun. Click on weapon, then click on a countermeasure to mount point defense. Both slots are filled.
The interface is confusing and counterintuitive. I would have expected there to be exactly one weapon button for one slot -- one button to select guns, a second to select defense systems. Having one weapon button meant I've played the last 7 games with only one weapon system on my ships. Heh.
Respectfully,
Brian P.
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Post by jayte on Jul 22, 2014 12:15:04 GMT -5
let me know if you find that having both mounted is better than just specializing the ships. dedicating the ship material and captain skills to multiple weaponry on a cruiser doesn't seem efficient!
railgun = gun decks on the ship and gun attack /pilot on the captain and torpedo = hyperspace weapons/stealth on the captain and torpedo launch right?
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Post by pendell on Jul 22, 2014 13:48:09 GMT -5
"railgun = gun decks on the ship and gun attack /pilot on the captain and torpedo = hyperspace weapons/stealth on the captain and torpedo launch right?"
Correct.
"let me know if you find that having both mounted is better than just specializing the ships. dedicating the ship material and captain skills to multiple weaponry on a cruiser doesn't seem efficient!"
Honestly, I don't think I'll try. While I could probably get away with it on the lower difficulty levels, I'm going to specialize my cruisers as torpedo carriers. both guns and torpedoes take 2 AP to use, so I only get to fire once a turn anyway. so why spend money for a second totally redundant weapon system that does the same thing as torpedoes at 1/3rd the range?
It'll still be useful to install countermeasures, however.
Respectfully,
Brian P.
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Post by Cory Trese on Jul 22, 2014 14:57:51 GMT -5
Haven't had anyone else complain about it, lots of people have reported happy use of the weapon selection.
Early version of the alpha had two buttons, which was disliked and removed at the request of the test team.
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Post by pendell on Jul 22, 2014 15:30:52 GMT -5
Well, if that's what the test team -- and the general gaming population -- find intuitive, then the interface will be just fine the way it is. I'll just have to learn the new metaphor. It isn't one I've encountered before, that's all.
Respectfully,
Brian P.
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Post by phantombudgie on Jul 22, 2014 15:35:33 GMT -5
pendell is it possible to fire the (light) guns on fighters twice as they can be equipped with a 2AP reactor and use 1AP to fire. I agree that torp-specialised cruisers are more useful than gun cruisers. I tried a couple of gun cruisers for novelty, but as you say all it does is limit the attack range.
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Post by pendell on Jul 22, 2014 15:44:18 GMT -5
"Is it possible to fire the (light) guns on fighters twice as they can be equipped with a 2AP reactor and use 1AP to fire?"
Yes. A 2 AP reactor can fire a 1AP gun twice in a turn. That's exactly what I did my first game I ever played, though in later games I went back to 1 AP/4MP for two reasons: 1) I liked having 1 additional MP more than I liked being able to fire a second time. 2) My original design added a whole bunch of additional features that pushed my maintenance for a single fighter up to $86 per turn -- that's as much as a cruiser! So after that I decided to make elementary mods to the basic strike fighter design with as few bonus features as possible, and that included a more primitive reactor.
Respectfully,
Brian P.
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Post by squee on Jul 22, 2014 16:30:18 GMT -5
I'm currently more of a gunbunny, but the beauty of Cory's balancing sheets/charts/whatever is that there are numerous viable options. As for railguns vs torpedoes, the pros and cons are similar to those typical of melee vs ranged attacks in games. When you start using heavier weapons, it's usually more helpful to specialize than having both. That flexibility of the Wolf Cruiser is still very useful, though.
With gun attacks you do risk being counterattacked by Mass Drivers and exposing the ship by bringing it closer to the enemy (so in general guns are tied with the ability to tank), but the difference in firepower is important. Your damage output is roughly proportional to the number of Xeno you can kill in one turn. This is critical when you're up against a constant onslaught. Can you kill enemy ships at least as fast as they are being built and thrown at you? Killing Xeno faster means they can't kill you as quickly (sometimes the best defense is a good offense). By focusing more on railguns, you can possibly have a more compact and deadly front line for the same $. And is it just me or do gun attacks have a bit better accuracy than torpedoes? I suppose this can easily be compensated by decreasing durability for torp attack.
While you consume more W-F moving around with close range guns, their attacks cost less. The normal railgun barrage is especially helpful because you can use it on an empty tank, perfect for prolonged deep space conflict. If you are in red space, don't have a refueler available, and have to pull back during conflict to to your colonies to refuel, that is again reducing your fleet's total damage output. Light guns don't seem to pack enough of a punch without Heavy Barrage, but railguns are potent, especially with the damage increasing upgrades available earlier on.
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Post by pendell on Jul 22, 2014 16:45:35 GMT -5
Thank you , squee, it's good to hear that dedicated guns are a valuable option. But we're all agreed it's better to specialize ships than to try to divide across multiple weapons systems, dividing the to-hit chances.
Respectfully,
Brian P.
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Post by phantombudgie on Jul 22, 2014 16:55:39 GMT -5
I agree being able to fire guns when the ship is out of w-f is a big advantage.
When I use gun cruisers I prefer to use precision barrage rather than heavy barrage. I always find a significant increase in hit rate that makes more difference in battle than higher damage.
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Post by squee on Jul 22, 2014 22:25:09 GMT -5
So yeah, I dunno but I've seen others talk about how powerful railguns and lances were so I'm assuming there must be others who agree with me. I think you need balance though, have some gunners in front and some torpers in the rear, but for now I like having a focus on the gunners.
Two strategies I could use is having powerful railguns with damage-increasing auxiliary upgrades (propulsion and prow for cruisers) plus Precision Barrage, like phantombudgie mentioned, which is very efficient, or using Heavy Barrage with high gun materials to make sure I hit accurately with high damage.
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Post by Cory Trese on Jul 22, 2014 23:29:43 GMT -5
You can always put Precision and Barrage (WF and no-WF) on the same ship.
Powerful Rail gun + damage-increasing auxiliary upgrades FTW =)
I like Precision Barrage for things that primarily torp, and Heavy Barrage for things that primary gun.
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Post by squee on Jul 23, 2014 8:55:58 GMT -5
Makes sense, things that primarily gun can have enough gun attack skills to use Heavy Barrage accurately, while torp ships that use guns as secondary weapons will need Precision Barrage to increase attack because their materials have to be used for torps.
I'm hoping for something, maybe a new auxiliary upgrade, that will allow the third training slot to be used for an attack, even just a normal barrage. I really like the flexibility having torps, Heavy, and Gun Barrage gives to the starting Templar Defenders.
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Post by Brutus Aurelius on Jul 23, 2014 15:47:58 GMT -5
When I build Torp Cruisers, I always put the low end railguns on them, to save mass for Torps, as well as the fact that early railguns do pretty decent damage even into mid game.
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