April 8, 2003, 08:37
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#1
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King
Local Time: 01:19
Local Date: November 2, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
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PD bug counter :mad:
I just lost three armadas of carrier dreadnoughts because of the PD bug. Which is the most effective way to figh missiles and fighters without PD?
And BtW what is the difference between superiority and interceptor fighters?
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April 10, 2003, 06:36
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#2
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Prince
Local Time: 23:19
Local Date: November 1, 2010
Join Date: Jan 2003
Location: Deaf forever
Posts: 599
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Why didnt you put missiles on those PD ships?
You do know that this is a workaround for the PD bug...?
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April 10, 2003, 06:44
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#3
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King
Local Time: 01:19
Local Date: November 2, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
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Nope. Thanks for the info
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April 10, 2003, 06:48
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#4
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Prince
Local Time: 23:19
Local Date: November 1, 2010
Join Date: Jan 2003
Location: Deaf forever
Posts: 599
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Your PD weapons will fire providing you have missiles left. So dont just put one missile in a rack. I use between 10 and 20, depending how fast I destroy the enemy (average).
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April 10, 2003, 06:54
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#5
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King
Local Time: 01:19
Local Date: November 2, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
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That's strange.
Anyone has an explanation why this works?
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April 10, 2003, 07:55
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#6
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Prince
Local Time: 23:19
Local Date: November 1, 2010
Join Date: Jan 2003
Location: Deaf forever
Posts: 599
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Absolutely no idea why. I just know it works putting some missiles on your designs. Ive tried it, and it works....
On the other side... the AI doesnt have PD weapons because it knows no way around that bug.
Use it... until we get that patch...
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April 10, 2003, 13:42
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#7
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Deity
Local Time: 19:19
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Well if you are making rmadas of dreads, you should have lighting shields or whatever they call them. Those seem to work great as PD and no be affected by the bug. They look cool when fighters or missile start coming your way.
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April 12, 2003, 02:02
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#8
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King
Local Time: 23:19
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Lightning shields - I believe in MOO2 you could only build one (it actually acts as a shield as its name implies) but in MOO3 it appears as though I can build more than one. Do they have a cumulative effect (more is better - acting like a PD weapon) or not (acting like a shield as in MOO2)?
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April 12, 2003, 03:52
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#9
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Chieftain
Local Time: 23:19
Local Date: November 1, 2010
Join Date: Aug 2002
Posts: 96
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Re: PD bug counter :mad:
Quote:
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Originally posted by statusperfect
And BtW what is the difference between superiority and interceptor fighters?
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The Interceptor should be a short range fighter that protects the fleet from missiles, enemy fighters, or rapidly approaching short range attackers.
The Space Superiority should be a long range fighter, as it is called, it reaches out and blows any enemy ships that they can see.
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April 12, 2003, 13:32
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#10
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Deity
Local Time: 19:19
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by Vince278
Lightning shields - I believe in MOO2 you could only build one (it actually acts as a shield as its name implies) but in MOO3 it appears as though I can build more than one. Do they have a cumulative effect (more is better - acting like a PD weapon) or not (acting like a shield as in MOO2)?
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You can have more than one. I would say they are more like an aggressive shield. That is they will not reach out to kill incoming form far away, but when they are close to the ship the start getting zapped.
In Moo you could only have one, I do not use them in that game.
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April 19, 2003, 23:37
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#11
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King
Local Time: 23:19
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Ahhh. Like a bug zapper! I get it now.
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April 20, 2003, 00:24
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#12
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Deity
Local Time: 19:19
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Good analogy.
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April 20, 2003, 01:30
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#13
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Apolyton Grand Executioner
Local Time: 15:19
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Fenway Pahk
Posts: 1,755
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Just because they're called PD, doesn't mean you have to put PD weapons on them.
I build PD escort vessels (MoO version of AEGIS cruisers), but with light mount weapons until I get lightning generators, then I use those exclusively for PD vessels. The extra range and damage potential of light mounts outweighs the 33% rate of fire and weapon size penalties.
You can also stack groups of ships and move them as a unit by dragging the mouse and creating a selection box containing the ships. If I need heavyweight protection, I make a short range attack group of whatever size, and split it with mission ships and PD ships (with the aforementioned light mounts). The short range mission ships are set up identically to my AEGIS vessels, they're just designated as short range attack so they count as mission ships.
I also build a specialty vessel loaded with ECM/ECCM for that group, and when I bring my attack forces in place, I stack them, then move that one out a little in front, then area select and move them as a group.
I have no trouble frying every missile thrown at me, and crispy frying enemy fighters in a matter of a second or two once they close in range.
Lightning shields rock as offensive weapons, you just have to worry about damage from enemy beam weapons, since you have to close range. If you have good shields, ECM and armor, and use standard mount lightning shields, the results can be quite spectacular.
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