mischiefmaker
Posts: 19
Joined: 11/23/2001 Status: offline
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Are you letting the computer fight your battles for you?
Agreed, I'd have a hell of a time swarming your missile cruiser with waves, but three scouts with equivalent tech in either beams or guns (or even bolts, if you're daring) would cut that short-ranged cruiser to shreds.
The maneuvers you get with experience are a HUGE advantage. Using some of the most advanced moves, you can zoom past a charging ship trying to get you in its firing arc, pound it two or three times, then finish the round with its blind spot dead set in the middle or your sights. Chances are the scouts in your threesome would be a lot more experienced than the "Forward... Backward..." cruiser.
The computer's maneuvering tactics in 2.3a... shall we say, lacks. I first noticed this when I put a few ships under computer control only to see them decimated by pirates they should have shrugged off. If those three scouts (Much like the wave that attacked your homeworld) just charged head-on and tried to attack you with their main guns, defensive guns, and ram, then yes, they would die before your cruiser. Die messy, messy deaths.
When I swarm the enemy, I might take several rounds before making a single shot. The trick is to surround the enemy, then close in and attack at long range from all sides at once. Your cruiser would be getting fried while none of the scouts are in its missile arc. Suppose it charges one of the scouts? That scout stops trying to shoot and runs to a safe distance while the other two keep up their attack. If you then turn around to chase another scout? That one you just chased off turns around and resumes the attack. Rinse and repeat.
I must confess, though, I've never taken out a computer colony of EQUIVALENT tech using scouts alone. I usually bring along a frigate or cruiser for the ride called the Hammer. The hammer might have armor, but everything else is put into torpedos. The scouts and gunboats swarm and take out the ship defense while the hammer's multi-torpedo strike wipes out all but the most determined city defense & leaves it open for my assault pod corvette.
But truth be told, the more I think about it the less I'm sure big weapons would be the right thing for this game, especially taking your "Use toys not guns" thinking in mind. I still say a swarm of scouts have the advantage (and using extra cruiser shots for generators would make a cruiser that could kick your missile boat's ass,) but since STUN2's going to use the shipyards idea that might prove a moot point.
By the way, about Phantasy Star:
I'm not suprised Phantasy Star Online sucked. MMORPGs universally suck. I don't see the point in playing an RPG with no plot or ending. Not to mention the insanity of paying a monthly fee to keep playing a game you already paid full price for.
If you search for Phantasy Star 2, search for some game genie codes, too. It was the best RPG of its day, but it also suffered from the annoying quirks of its day, namely mugging monsters in the wilderness for hours on end to gain money and experience. I liked the game for its original setting, interesting plot, and the fact that the dungeons were real mazes, not for its pacing.
Avoid Phantasy Star 3 like the plague. It reaches Blood 2 levels of disappointing sequelitis. Here's the ending: "Oh well, I'll just haunt your descendants in the next sequel!"
Phantasy Star 4 was blah. It played like a Final Fantasy set in Algol. The main character is an annoying kid instead of a cool govt secret agent and you can guess the plot turns from a mile away. Plus the characters bicker a lot. Probably not worth your time. Just play #2, the good one.
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"Revolution? Bah! Once those primitives have been exposed to the wonders of our technology, like the singularity toilet, they'll be overjoyed to become part of our empire!"
"Provided, that is, they remember to leave the seat down."
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