GZG List archives -- June 2006

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Re: [GZG] Revised Salvo Missiles Update



It's neat, but unbalances the salvo missiles in the wrong direction.

An FT3 game was played here in Albany and a salvo missile only fleet crushed
a standard beam and direct fire weapons armed fleet without difficulty.

Quoting Rich Oden:
For whatever it's worth, I tried another game with the
FT3 PD/missile changes recently.  Still seeing the
same problem, missiles have jumped in effectiveness to
the point where a dedicated missile fleet (I ran
against a custom one for playtesting) is just stupidly
powerful.  I deliberately ran mobs of ~30 Mass escort
hulls, all with Thrust-6 and decent Beam and PDS
arrays (which should be fair-to-good versus missiles),
and he still mashed me flat in no time at all, and
that without even using fighters for ordnance synergy.

Jon

Andy Skinner wrote:
While not having followed all ins and outs of fighter and missile discussions, I think John's idea on moving some before and some after ships' movement is interesting in addressing giving flexibility but not an automatic hit. I'm piping up just 'cause I thought it was neat, and I'm curious if it was considered in any of the fighter or missile discussions so far. Since they aren't plotted, it wouldn't be a big time sink to do it twice.

andy
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