Missiles too strong
Bl4ckh0g
11 Apr 2016
Anthony_Skinner, on 11 April 2016 - 10:54 AM, said:
:-) to be fair I have been playing the Star Trek Armada 3 Mod for Sins of a Solar Empire Rebellion and it has commands to have fleets fly in close formation, normal grouping and loose formation, also to group speed. It works quite well, but suffers from the units drifting out of position very quickly. In that game I want to put a small group of repair frigates behind every capital ships and have them stay in tight rigid formation, the game does not let you. It is the same on the current MOO CTS tactical combat.
That is why I am really pushing Pickets as a concept, I would like to put ships in set formation at the beginning of the battle and have them stay this way :-)
Yeah, I again come with stuff from total war.
That was nicely done, you deploy your units however you want and You had a nice way to lock them in that position.
Dunno whether It would work with MoO.
I think If They would make, maybe more formations.
Like tighter ones that are about defending a single ship, half-crescent formation to encircle the enemy, and such.
Falkeleid
19 Apr 2016
In my two games I always relied on a mix of missiles and beams. At least concerning my ships, missiles were never a danger. PD is cheap and small, and clustering your cruisers makes for an imprenetable PD. I also would assume that auto-fire + PD would counter fast missile racks. Right now, it just seems that the AI is not employing proper anti-missile strategies.
However, I would like to see the two mentioned missile limitations from MoO2 back here, just for the sake of having that minimum level of complexity: Limited ammo, destruction waves removing missiles.


