View Thread
|
AI, weapon power, long battles?
|
|
| mute |
Posted on 25-09-2005 02:19
|
|
Posts: 2 Joined: September 25 2005 |
Hi ive just d/l PDS (omg its the best mod ever!) however besides from a broken main menu and other bugs its running just fine. however i just wanna check, the enemy bombers have way too much armor and my intercepters cant hit the baord side of a barn. in mission one i had 5 groups of Mk.22C`s fighting 2 groups of enemy bombers and it took 20 min to kill them!?!. what im asking is, is this the way it is suppose to be? it is rare for my fighter to hit and when they do it is for very little damage. also in the zip i d/l there was no custom menu graphic (broken release?). what im really worryed about is if later i need to give a cap ship support is it just gonna blow up before i do any real damage to the enemy?. thank for any imput. p.s it is a really cool mod, you guy have done an amazing job, cant wait for v7. |
|
|
|
| Inert |
Posted on 25-09-2005 04:32
|
|
Posts: 388 Joined: September 08 2005 |
Of course, your interceptors are bad! That's not a bug. ![]() But what you want to do is concentrate fire. Vaygr fighters have something called LDS, which reduces about 60% of incoming kinetic weapons (missiles, bullets, etc.), so naturally your interceptors are going to take a tiny more time hunting them down. Not sure about the menu screen though, maybe Tel can put some input here. |
|
|
|
| TelQuessir |
Posted on 25-09-2005 05:16
|
|
Posts: 2598 Joined: August 30 2005 |
Inert - as you actually have access to the exact terminology and history of our ballistic defense systems I will expect something more than "reduces 60% of incoming fire", because frankly I believe that a flat-rate 60% performance is rather unrealistic so doesn't belong in the PDS battlespace in terms of combat statistics. |
|
|
|
| mute |
Posted on 25-09-2005 07:58
|
|
Posts: 2 Joined: September 25 2005 |
haha a little harsh on inert but thx for the repleys, i guess thats why gun turrents wher added on mission one, but even then i took WAY too long to beat them. remeber that mk22c`s are the only thing u can build so putting them up agains somethink they can fight whould have been nice. ps on off topic does anyone have pds of hw1? (a long long time ago i saw it floating around.) |
|
|
|
| triplenickle |
Posted on 02-10-2005 02:26
|
|
Posts: 2 Joined: October 01 2005 |
Gotta say over all I love 6.1 but... LOL.... in single player it is too heavily slanted to the Vagyr. case in point in MIssion two, in nilla HW2 I never lost a Transport. in 6.1 I lose two in three minutes. mission five... destroying the shipyards to recover the oracle, The Battleship is over kill, I waded thru the mission. had blood hounds charge across the map for no reason blowing my cover. so its a slug fest. whittle down the other side to nothing but the BB losing a few fighters and Frigates, head on in and engage the BB in a flanking manuever. Ten minutes later and 2/3s of my fleet gone the BB is still going strong then suddenly with out any resources 12 Enemy frigates 24 fighters and a slew of Vettes appear out of no where. so far this has happened every time on Replaying the mission. I Really love the work you folks have done on the mod, especially the SP side, but it needs more balance. and a way to keep ships and fighters from shooting off across the map blowing tactics and cover. Micro managing gets on my nerves during battles that last twenty or more minutes. hope you dont mind but I tweaked Interceptor weapon damage, speed, turn ratios. they last longer now and are a serious match for the Vagry, though I kept it from wiping out the other side in a single pass. so the dog fights are still cool to watch and take a while. one thing.. heavy fusion missile turret.... 950/950 damage. kinda massive dont you think, especially when mounted on a Vagyr missile platform. |
|
|
|
| Phoenix |
Posted on 02-10-2005 05:13
|
|
Posts: 27 Joined: September 09 2005 |
I kinda wonder just how far PDS will go. |
|
|
|
| Jump to Forum |










