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Sledgehammer Phase II Thoughts
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| ishantil |
Posted on 25-05-2007 04:20
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Posts: 35 Joined: November 15 2006 |
Okay, first off, I consider myself to be a fairly decent commander and HW2 player. While the PDS mod has radically changed how the ships are configured and how some of them work, the same basic principles remain. That said, with the forces allocated to "save" the shipyard in this mission it is certainly not possible for ME to rescue it. Hell, I can't even get to it with a single ship before the entire defending force as well as the SY are annihilated (zenmetsu!) in a pretty pretty fireball. Before the Kite drones even get in range. So, either there is some tactic that is completely radically different (and yes, I use CTR-A to move stuff around so the PDS is active), this mission seems rather unbalanced. I appreciate a good challenge as much as the next man. But this is completely absurd. There's a Vagyr battleship, two carriers, a few DDs, a number of FF class ships and a whole mess of fighters running around against an Arbiter DD, 4 FFs, and a few light frigates. So...what's the magic? |
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| Lucifer |
Posted on 26-05-2007 00:39
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Posts: 8 Joined: May 04 2007 |
Are you sure you have the players set up correctly for that scenario? One of the coms should be on your side. |
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| Mostly harmless |
Posted on 26-05-2007 00:59
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Posts: 141 Joined: September 15 2005 |
With sledgehammer the idea isn't, initially, to defeat the enemy. Merely to survive. So as a hint move the shipyard to the reinforcements at the same time as moving the reinforcements to the yard. There was a discussion with this before but I couldn't find this at the moment. I really like the set up at the moment. Remembering that the setup is very random. Volume and time of enemy forces being decided at the beginning of the map at random amounts. Much of the scenarios are setup this way. |
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| TelQuessir |
Posted on 26-05-2007 05:57
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Posts: 2598 Joined: August 30 2005 |
That's exactly the problem. And why I didn't convert it to V11 yet. The V7 scenario script spawned just too many darned enemy units for it to be a realistic exercise in coordinating 3 task groups in a multiple vector attack on an enemy fortified asteroid belt. |
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| yasotay |
Posted on 26-05-2007 21:45
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Posts: 637 Joined: September 09 2005 |
Indeed vectoring both the rescue force and the rescuing force toward a point on one of the "edges" of the battlespace is the only way to succeed. Once linked up they should have enough firepower to take out the threat. I usually waypoint the shipyard around the battlespace to keep it moving and then do a roving defense around it. |
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| TelQuessir |
Posted on 28-05-2007 06:43
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Posts: 2598 Joined: August 30 2005 |
The original V7 one was fun - concentrate everyone at the edge of the asteroid belt and just keep busting the forts down to the V shipyard with FFs in a big wing doing the cavalry work. |
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