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M3 as MissileShips
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pasmon





Joined: 17 May 2010



PostPosted: Mon, 26. Feb 18, 22:29    Post subject: M3 as MissileShips Reply with quote Print

I have currently equipped my 6 eclipse wing in panther with 18 Tornado missiles installed and when i launch them on a Q, only one of them fire missile and only when close in(probability of the entire wing is 35%).

How can i command them all to launch at the once in a line and then call them back as any missile blast in their vicinity will vaporize my m3 too.

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Alan Phipps
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PostPosted: Mon, 26. Feb 18, 23:36    Post subject: Reply with quote Print

Each vanilla combat round (the length of which varies between IS, OOS observed, and OOS not observed), the attacking ship rolls the RNG against its missile probability to see if it EITHER uses a gun salvo (if in line of sight and gun range when IS) OR launches just one missile (just one warhead if OOS - not a swarm or sequence of missile warheads). Usually each AI ship only has one missile in flight at any one time - unless it is a barrage specialist.

If you want lots of longer range fighter missile launches in vanilla you need to be IS with your fighters and those set to a very high or 100% missile probability - or you call them bombers and ungroup their guns (or remove them to make room for more missiles) except for their anti-missile turrets.

In practice, I find most effective using a mixed fleet of slower fighter-bombers (with very high missile chance), some with high impact non-AOE missiles and others with swarmers as decoys. The rest of the attack fleet being fast attack fighters with no missile chance but optimised for doing IS gun damage such as using low energy or ammo-based weapons to allow for long salvos.

Setting up in advance the various fighter/bomber groups with leaders and followers and each individual ship with the appropriate correct orders and settings is key to a well-coordinated attack - but that is a subject unto itself. You also should expect, and have a pre-determined method for dealing with, likely fighter/bomber losses.

I find the fun in setting up and playing out the carrier fleet battle and whilst I certainly do not expect a lossless 'I win' on most occasions, I do try to learn from the scenarios that go badly.

Pro tip: missiles and fighter drones launched by the carrier can be useful during fleet fighter engagements too, both as additional attacks and as decoys.


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pasmon





Joined: 17 May 2010



PostPosted: Tue, 27. Feb 18, 07:35    Post subject: Reply with quote Print

Quote:
If you want lots of longer range fighter missile launches in vanilla you need to be IS with your fighters and those set to a very high or 100% missile probability - or you call them bombers and ungroup their guns (or remove them to make room for more missiles) except for their anti-missile turrets.


I was IS with my MCM launching 6 eclipses with 100% probability of missile launches as a wing command. Only one of them launched. Other launched when dogfighting with "Q" and got vaporized as the result.

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Triaxx2





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PostPosted: Tue, 27. Feb 18, 13:38    Post subject: Reply with quote Print

If they have other options, the AI will randomly select the best option and missiles aren't always. Also Tornadoes are dumbfire, which means they travel in a straight line and the AI don't like to use them.


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pasmon





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PostPosted: Tue, 27. Feb 18, 16:41    Post subject: Reply with quote Print

Okay I will check if Ai like to use thunderbolt missiles by default as they are tracking based.

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pasmon





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PostPosted: Thu, 1. Mar 18, 14:49    Post subject: Reply with quote Print

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If they have other options, the AI will randomly select the best option and missiles aren't always. Also Tornadoes are dumbfire, which means they travel in a straight line and the AI don't like to use them.


AI truly prefers tracking missiles over non-tracking one. This makes fighters ineffective against capital ships as their flaks will quickly eliminate any swarm before their missile damage buildup. Tornadoes are suitable with personal ship only.

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Triaxx2





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PostPosted: Thu, 1. Mar 18, 15:24    Post subject: Reply with quote Print

Tempests are always my choice, but I also tend not to deploy M3's versus capitals. If you really want fighter sized anti-capital punch, you want to bring along an M8 bomber with Tomahawks, and issue the barrage order manually.


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pasmon





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PostPosted: Thu, 1. Mar 18, 22:31    Post subject: Reply with quote Print

Well i was focusing on carrier based combat and clearly M8 has to be left behind.

My Eclipses get roasted by FAA/belgua missiles of M7 especially Q very quickly. How to keep a wing of them away from the FAA range of an M7 in term of "formation type", "wing leader" etc?

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PostPosted: Sat, 3. Mar 18, 22:08    Post subject: Reply with quote Print

The point of FAA is as an anti fighter weapon. If you want to use the missiles set it to 100% always.

Tornado Missiles do good damage for the price but are not homing so have trouble hitting anything smaller than an M1/M2 or a station in sector. OOS do not rely on missiles and do not expect anything with under 400k shielding to survive a single round of combat.

In sector rather use Thunderbolt missile payloads and use the full range to the advantage since non player ships tend to wait until a missile hits/expires before launching the next.

I personally never engage Qs with fighters unless they are already considered writeoffs/spammable from the PHQ.

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Le Boron Chétif



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PostPosted: Mon, 5. Mar 18, 10:48    Post subject: Reply with quote Print

I have a related question so will post it here rather than opening a new thread...

What are the most powerful and effective missiles to equip a small fighter wing for IS combat? (Basically I've got 9 Aamon aboard my Griffon, and am looking to make them as potent as possible against both other fighters and capitals).


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pasmon





Joined: 17 May 2010



PostPosted: Mon, 5. Mar 18, 11:16    Post subject: Reply with quote Print

Quote:
In sector rather use Thunderbolt missile payloads and use the full range to the advantage since non player ships tend to wait until a missile hits/expires before launching the next.


There must be a missile barrage command for the entire wing to launch a specific missile with minimum cool down from a specified distance and for balance, AI should also be allowed to do the same.

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DrSuperEvil





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PostPosted: Mon, 5. Mar 18, 14:04    Post subject: Reply with quote Print

Unless you can get hold of some Medusa Prototypes it is best to use Thunderbolts while Tornados are good for demolishing stations. Also for missile bombing runs aim for >15 ships. The OTAS Solano or Scorpion Prototype are good due to their low costs.

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PostPosted: Mon, 5. Mar 18, 22:09    Post subject: Reply with quote Print

pasmon wrote:
There must be a missile barrage command for the entire wing ...

Go to S&M. Scripters have surely done something like that. Goner


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ajime





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PostPosted: Tue, 6. Mar 18, 05:28    Post subject: Reply with quote Print

Le Boron Chétif wrote:
I have a related question so will post it here rather than opening a new thread...

What are the most powerful and effective missiles to equip a small fighter wing for IS combat? (Basically I've got 9 Aamon aboard my Griffon, and am looking to make them as potent as possible against both other fighters and capitals).
Against fighters? slap in swarm missiles. Against capship?Nope. Kinda remember the thunderbolt was damaging assuming the fighter wing doesn't get shredded first before launching missiles. Can't remember explicitly the missile names since i haven't booted X3 for quite some time.

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pasmon





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PostPosted: Tue, 6. Mar 18, 15:23    Post subject: Reply with quote Print

Quote:
Go to S&M. Scripters have surely done something like that.

Individual Scripts destroy the overall balance and hence fun of game. Only the original developers know how to manage both of them together.

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