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Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
The trick with 2-shot missile boats is that you spend the first combat turn shooting a missile, and *turning around 180 degrees so you face away from the enemy*. In the second combat turn you shoot a missile, and fly away, and click the retreat button. This both keeps your distance and ensures your missiles have 'time' to travel. If you've retreated your missiles replenish, while enemy ship damage does not, and you can come back the next turn and do the same thing again. This is very good at cheesing the AI.

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Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

my dad posted:

Exception: The Meklar. Autorepair

Well, yes, but it's still really strong for a very long time, and will let you take out fleets that are bigger and more numerous than you.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
The mirv upgrade works off tech tiers, not weapons unlocked. So definitely pick up pollution processor.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
The main benefit of fighters IIRC is that they upgrade automatically with new weapons, instead of having to build new ships the way you do with new missile warheads. Generally I don't think they are worth it though.

I think growth of mixed populations takes into account the relative growth rates and proportions of civilians you have. I remember my empires filling up with Sakkra.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
IIRC, the thing about cool vs hot stars is that cooler stars tend to be better for farming while hotter stars tend to be more barren but richer in minerals.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
At least they are stealing and not sabotaging.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I'd build a fleet strong enough to take out a starbase and go mess up their homeworld.

Edit: first I'd take a peek at what techs the mrrshan have researched right now.

Fangz fucked around with this message at 02:05 on May 15, 2019

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Yeah boarding is a good counter for antarans.

Most of the antaran techs are kinda blah, as noted. What is awesome though is Xentronium Armor, which is the best armour in the game. OTOH the AI can steal that tech from you which would be Bad.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Auto-designed stuff like starbases are locked to the highest level, otherwise you can design your ships however you want.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
What's even the point of heavy mounts right now? To be better at penetrating shields? If your ships are tankier and the vast majority of the enemy's damage output is missiles, you should I think just go pure AF and close to spitting distance to maximise hit rate.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Well, like one thing Thotimx is doing that I basically didn't do at all back when I played was use a range of different weapons. I basically would always pile on one weapon type on to each ship. It didn't really make sense to me to have a range of weapons for a variety of ranges, because I would plan on getting into the optimal range for my firepower. If I wanted a different capability I would design an entirely different ship class, for example one that is 100% long range weapons. Then my close range ships would close in for the knife fight/shoot missiles/raid immobilised vessels while the long range ships knock out shields or whatever. Usually just the close ranged ships are sufficient, especially once you have stuff like tractor beams and gyro destabilisers. (You don't have to be worried about getting shot if their rear end is facing you and they can't turn)

Given almost all the enemy's weapons are on the front arcs, I would definitely consider adding tractor beams to the mix, anyway.

EDIT: The design I'd go with would be basically:

Battle pods
Structural analyser
Augmented engines (or 1x gyro destabiliser)

2x (or 4x) Tractor beams
All the AF/Enveloping beams you can put on.

Fangz fucked around with this message at 14:08 on Jun 6, 2019

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I really do think it's the lack of firepower that's the problem. I've literally never seen an entire fleet focus fire on one battleship and... oh, do 50% damage to armour. It's especially amusing when you consider that you've *built* these ships to be knife fighters (with the augmented engines and inertia stabilisers) but all you are doing in the battles is trade piddling shots at extreme range.

Thotimx is typically outnumbering the enemy in these battles and all their damage output is missiles. So again, the logic of that is to strip defenses and maximise firepower. Armour is doing you no good if you aren't getting shot at.

Right now the Silencer class is doing a base damage of 81 of which 36 can hit missiles. Convert everything to AF Mass drivers, and you get that up to 144 damage all of which can hit missiles, increasing your pd capability by 300%. Remove some armour and junk to get up to a 50:50 weapon ratio and your can up your firepower to 234, almost trebling the firepower of your fleet and over sextupling your PD capability.

Fangz fucked around with this message at 15:05 on Jun 6, 2019

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
The thing is, standard mount AF/enveloping *are* the most flexible option, because they are able to shoot at anything. Speccing into heavy mounts and PD just means that you can't fire all your weapons at once. (Like, PD isn't even necessarily better than standard mounts *at* shooting missiles because the range penalty means your ships can't mutually support each other) As far as I can tell, trying to build an unspecialised build of a mix of weapon types just makes a ship that is worse at *anything* than a ship with 100% standard weapons.

In terms of fighting starbases, I think closing to melee range and raiding with boarding would be a good idea for you. Your crews actually have a higher experience level than theirs so you should do good damage. You might even be able to capture the base.

Here's some maths
(based on https://gamefaqs.gamespot.com/pc/197873-master-of-orion-ii-battle-at-antares/faqs/16743 )

You've got ships with 80 BA (100 - 20 racial). They've got a range of vessels - their hardest to hit ships have 90 BD, most of their ships are 60 BD, and their star bases are -5 BD.

(It actually looks a bit more favourable than that due to crew veterancy effects that are show on the scan screen but not the ship designer. but I'll go with these numbers)

Right now you are engaging at range 16 or thereabouts. So in the worst case scenario, vs 90 BD at 16 range, you have in terms of damage done per unit space:

0.293 AF Mass Driver (13% hit rate * 3 * 6 dam / 8 space)
0.288 Hv AF Mass Driver (16% hit rate * 3 * 9/15)
0.245 Hv Mass Driver (30% hit rate * 9/11)

So at the ranges you are engaging in, standard mount AF are actually the best - I'm not sure what Hv mounts cost you right now, if they are 10 space that's a bit better but still worst than HvAF.

As targets get easier to hit, for example if you stick on a battle scanner, or if you are shooting the 60 BD enemies, or you get closer, the advantage of AF gets bigger.

vs 60 BD at 8 range
0.945 AF Mass Driver
0.828 Hv AF Mass Driver
0.548 Hv Mass Driver

Finally you've got starbases, which as I said, has a lousy -5 BD.

vs -5 BD at 8 range
2.07 AF Mass Driver
1.66 Hv AF Mass Driver
0.785 Hv Mass Driver

So yeah, standard mass drivers kick rear end against this kind of enemy. You can also turn their battleships into immobile, easy to shoot 'star bases' with tractor beams, or alternatively stick on a battle scanner for the juicy +50 Beam Attack. Of course, as you get closer to the enemy their ability to shoot you also increases. But well, their beam weapons suck. Their star base does a lousy 75 damage with its graviton beam if all their shots hit and you are at point blank range.

The only sort of situation where your heavy mounts actually have an advantage over regular AF when shooting at enemies they both can shoot at is vs heavily shielded hard to hit enemies *as long as the shield is up* (and for class 3 shields, the benefit is pretty small). Or if you want to snipe at extreme range, where extreme = you start the battle, and turn your ships 180, and fight the battle while running away from the enemy.

tl;dr
Standard AF Mass Drivers rock
Heavy mount is only worthwhile for weapons with beam dissipation and if you want to snipe at long range vs immobile enemies that have a beam weapon focus
Tractor beams are good actually
Try boarding
If you are finding combat tedious, you need to be more :black101:. You can be doing about 10x the damage you are currently doing and the AI can't really punish you for being much more aggressive.

EDIT: Also scan that planet to see how much structure points the missile base actually has. Rushing the planet to shoot the poo poo out of the missile base could potentially work.

Fangz fucked around with this message at 13:50 on Jun 7, 2019

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Olesh posted:

Plasma Cannon - 120
Disruptor Cannon - 40 | 20 (no damage falloff)
Mauler Device - 100 | 20 (never misses)
Particle Beam - 30 | 20 (exotic, can't be miniaturized)
Death Ray - 100 | 33 (exotic, can't be miniaturized)
Stellar Converter - 1600 | 32 (never misses, infinite range, no damage falloff)

You can see that there's kind of a problem with one of the items on the list. One of these things just doesn't belong.

It's pretty much impossible to overstate this - Plasma cannons are head and shoulders the single most effective and efficient beam weapon in the game by an absurd margin. They are wildly out of scale with every other option.

This is based on the 'naturally enveloping' thing for plasma cannons, right? Comparing against a weapon with the enveloping modification, it seems like the damage of the plasma cannons is more like a x 2 of normal (because you don't pay the +100% size) instead of a x4 of normal. It's still unbalanced like that of course.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Neophyte posted:

I don't recall offhand, can you "save" some racial picks in the beginning and add them to the +4 Evolutionary Mutation picks later to get higher cost perks?

I think so but that's a super bad idea. The game is typically over by this point.

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Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
IIRC, the real trick to to knock down the shields and use emissions guidance missiles.

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