Full Thrust Java test list -- January 2006

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RE: Gibraltor Assault



It's interesting: the (limited) feedback I've received on this seems to agree that it's unbalanced... but folks disagree about which side has the unfair advatage.   ;-)

I don't mean to sound defensive, and I'd be happy to do a re-balance...but in whose favor? Anyone else have any thoughts on this scenario?  

Thanks,
Scott

 -------------- Original message ----------------------
From: "Brendan Robertson" <southernskies@xxxxxxxxxxxxxx>
> For this one, as attacker there are a couple of useful tactics.
> 1.  Get all your ships in the same fire arc of the base; most of its weapons
> only have 2 or 3-arc firing.  The less arcs it can use, the less damage you
> will take.
> 2.  Set up your firing pass to use beam/torpedoes at 12-18 MU going in and
> target your submunition packs at 0-6 MU going out.  This is devastating to
> the base (I destroyed it in one pass the time I played).
> The base has enough firepower at less than 12MU that you will die horribly
> unless you can force a threshold first.
> 
> Brendan
> 'Neath Southern Skies
> http://home.pacific.net.au/~southernskies/ 
> 
> > -----Original Message-----
> > From: Peter Thoenen [mailto:eol1@xxxxxxxxx] 
> > Sent: Monday, 23 January 2006 4:41 PM
> > To: ftjava-test@xxxxxxxxxxxxx
> > Subject: AAR: Gibraltor Assault
> > 
> > 
> > Just finished up playing the Gibraltor Assault as the Rahni and got my
> > ass whooped pretty good.  You pretty much have two choices, base dive
> > or run away and hope he follows.  Needless to say I chose the former
> > and died :)
> > 
> > Turn 1: Close
> > Turn 2: Close
> > Turn 3: Half fleet dive (lower half)
> > Turn 4: Remaining fleet dive (upper half)
> > Turn 6: Jump the cripples, repair the FTL on the cripples who drives
> > were damaged, suicide dive the destroyed FTL ships, and attempt a
> > second battle pass with whats left (4 ships: CA, DD, FF, FF)
> > Turn 7-10: Setup battle pass, get picked off
> > Turn 11: Second battle pass (I misjudged my speed and overshoot by 3mu
> > not that it really would have matter) so jump survivors as a 
> > third pass
> > wouldn't happen.
> > 
> > Was well played by my opponent BUT also feel had he played badly, I
> > would have still lost.
> > 
> > NOTES:
> > 
> > 1) Rahni really need more FCS systems on their ships (or at least for
> > this scenario).  On Turn 3 I had ships all around me and really badly
> > need to fire port, starboard, AND rear.
> > 
> > 2) SM packs were nearly useless due to above (needed to project power
> > forward)
> > 
> > 3) ALL ships need screens.  I lost nearly half my fleet just diving in
> > and makes sense from race context (lack of hull, no armour, big
> > screens)
> > 
> > 4) Not sure why the Rahni start 200 POINTS DOWN but really need to
> > either be equal or start up.  A full battle pass only 
> > destroyed ~44% of
> > the Gibraltor and I had a whooping 4 space worth ships after 
> > that pass.
> >  A second pass is a suicide dive and won't inflict enough to kill or
> > cripple the Gibraltor.
> > 
> > 5) Really need a starting velocity higher than 10.  For a high speed
> > race (Rahni description) on a rapid base assualt objective, 10 just
> > doesn't cut it.  Allows 4 turns of fire on them with little chance to
> > respond.  A MD rating of 6 on the CA's and 10 on the FF / DD 
> > would help
> > also. My ships weren't really that more manueverable than my 
> > opponents.
> > 
> > Comments on above / play mistakes / etc etc :)






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