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Post by plastic1d3 on Sept 28, 2016 22:53:48 GMT
I designed some nuclear weapons, they seem much better than the stock ones. I'm not sure if the stock ones are sub-optimal or if this is another supergun-type thing. New striker equivalent, lighter, cheaper, and about twice as powerful. Devastator based, this one is a whole lot cheaper, is lighter, and has almost 4x the yield. I don't want this to be too huge so here's a link with some others:
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Post by plastic1d3 on Sept 28, 2016 18:41:18 GMT
I agree, the game looks kind of plain until shooting happens, but the way damage is handled is awesome, even just a ship glowing red hot after a nuke goes off nearby really tells the power involved. I wish rocket exhausts looked a little nicer, but maybe vacuum rockets just don't look like much.
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Post by plastic1d3 on Sept 26, 2016 7:05:16 GMT
You can also set the target ship as the frame of reference, it makes estimating how much you need to lead easier.
Multi-axis trajectory is a setting which allows you to change a burn on 2 axis at once, which can help set up tricky maneuvers more easily.
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Post by plastic1d3 on Sept 26, 2016 5:30:32 GMT
The easiest way to get that high speed burn seems to be to get an intercept with a lot of distance between you and the target in the battle mode, and set the missiles to home in with the terminal fuel saving option.
I spent like 10 tries in Orbital Fallout trying to get fast intercepts in maneuver mode, but the missiles tend to not intercept dead on, and run themselves out of fuel/miss trying to correct for that.
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Post by plastic1d3 on Sept 26, 2016 5:20:34 GMT
I did it by beating the two missile waves. The easiest way to stop them seems to be launching waves of 5 striker missiles, getting an intercept, and letting your missiles drift. The enemy will waste all their DV turning around, or fratricide their nukes in the case of them. At some point during this, get a wave of Strikers to the enemy ship, either by flying around their missile waves, or sending the survivors of big wave after the collision with their missiles. This should destroy the enemy engines, leaving them to drift.
Once that is dealt with, I simply sent a wave of 10 Devastators on a leisurely intercept so they'd have a lot of fuel for terminal corrections. This is easier if you didn't put the enemy ship into a big spin. A few of the devastators made it past point defenses, and one flew up the tailpipe for a direct hit. That direct hit vaporized everything but a small ring of armor from some part of the ship, which had been sent flying into a hyperbolic orbit.
TLDR: Stop the missiles, cripple the engines, kill with 25 MT nukes.
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Post by plastic1d3 on Sept 25, 2016 8:11:07 GMT
The biggest problem is that missiles often seem to home in on a point behind the target ship rather than the ship itself, even if the ship has a disabled engine.
Edit, after some further testing, I think this was because I wasn't setting up good intercepts. Missiles still seem to like the back of the ship (probably because that's where the engine and big radiators tend to be), but actually hit. Had a nice total missile kill which destroyed everything but a ring of aft armor when the ship took a devastator nuke up the tailpipe.
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