thanksBeowulf wrote:Tip: don't call them heavy cruisers, or people will treat them like one.Agent Fisher wrote:oh, ok i will fix that. sorry
and my heavy cruisers are Cap ships.
STGOD 4 OOC Thread (part 2)
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- Agent Fisher
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Maybe Asgard Kincaid missiles have a shorter endurance than a full-size Ouster missile.Rogue 9 wrote:Uh huh. The technologies involved are completely different. It is not at all unreasonable to presume that Kincaid drives and conventional missile engines fit entirely different volume constraints.
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Right, it isn't unreasonable- except they are my weapons and in 3 months, with full Ouster support, we've had time to manufacture enough purpose-built units for a couple of major engagements.Uh huh. The technologies involved are completely different. It is not at all unreasonable to presume that Kincaid drives and conventional missile engines fit entirely different volume constraints.
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Mmmmm. Can you just take an AMRAAM missile body and give it the range of a Phoenix? When you can do that, I might buy this.
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Actually, I think it's a rather good analogy... Mk48 ADCAP vs. Shkval.Thirdfain wrote:Err, right, bad analogy, but you know what I mean.
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Then why, as I read his post, are all my missiles missing/falling short?Thirdfain wrote:That's retarded, Kincaid missiles don't have longer range than regular missiles.Mmmmm. Can you just take an AMRAAM missile body and give it the range of a Phoenix? When you can do that, I might buy this.
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Oh, another point Fisher:
Pretty much everything bigger than a fighter uses nukes. Anything less just won't do the job. I wouldn't be surprised to find fighters with nukes either...
Pretty much everything bigger than a fighter uses nukes. Anything less just won't do the job. I wouldn't be surprised to find fighters with nukes either...
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It is going to take a little while for you to adjust to the game, so don't feel discouraged by that fact. Your OOB will slowly change as you make some adjustments. Its a good start, before you jump into any conflict(s) you want to have it ironed out. If you need any help during the process, drop me a PM and I will see if I can give you a few tips.Agent Fisher wrote:thanks. thats what i get for trying to jump in on page 176 of the game
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None, you might note but my SD(p)s are all Invictus type. No internal launchers. It's all done through pods. The battlecruisers use pods as well, though they have some internal launchers.Rogue 9 wrote:So, let's get this straight. Your fleet is suddenly refit to fire missiles built for launchers other than your own. When was all this shipyard time, anyway?
The CAs just shove 'em out the tubes. It's hardly impossible, the missles I use are actually bigger so one can easily enough fire them.
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Because they're fired from the planet? My fleet, using the standard Honorverse rules I've employed, has to drop into real space well away from the planet or Bad Things Happen (aka ship go boom).Rogue 9 wrote:Then why, as I read his post, are all my missiles missing/falling short?Thirdfain wrote:That's retarded, Kincaid missiles don't have longer range than regular missiles.Mmmmm. Can you just take an AMRAAM missile body and give it the range of a Phoenix? When you can do that, I might buy this.
My missles are sent in with the middle stage engine providing only minimal, just barely above station keeping thrust, and the terminal stage set to attack. They're totally on internal seekers but against an orbital shipyard that can't run they'll have a chance of hitting.
And with your ships having microjumped close enough they would be in missle range.
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Also, tip: Killing carriers when they've already launched their fighters isn't removing much of a threat. As per my SOP, the carriers launch their fighters and fall back. You're firing at rapidly receding targets that won't even be in view for too terribly much longer.
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No, but they're still going to be pretty damn dead. And guess which ships come next?Rogue 9 wrote:Also, tip: Killing carriers when they've already launched their fighters isn't removing much of a threat. As per my SOP, the carriers launch their fighters and fall back. You're firing at rapidly receding targets that won't even be in view for too terribly much longer.
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A light escort capable of taking out a planet? most frigates are around 400 meters long. No way.With 500 missile pods, the HUNTER stays outside of an engagement with an escort of two frigates and launches large salvos at enemy fleets. It also has been used to render entire planets uninhabitable, though only in tests.
That's the beauty of Kincaid weapons- as far as they are concerned, your carriers are standing still.Also, tip: Killing carriers when they've already launched their fighters isn't removing much of a threat. As per my SOP, the carriers launch their fighters and fall back. You're firing at rapidly receding targets that won't even be in view for too terribly much longer.
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the name frigate doesnt really mean a frigate.Thirdfain wrote:A light escort capable of taking out a planet? most frigates are around 400 meters long. No way.
think of it as a Guided missle frigate on steriods from hell.
but if that doesnt work what class would it fall under,
and it has only taken out a planet in tests, never in real combat
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WTF? Frigates in this game have firepower measured in the megatons. One is not going to be able to kill a planet in any test.
and it has only taken out a planet in tests, never in real combat
Then call it a cruiser and put it in the cruiser weight class, and make your fleet smaller.think of it as a Guided missle frigate on steriods from hell.
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okThirdfain wrote:WTF? Frigates in this game have firepower measured in the megatons. One is not going to be able to kill a planet in any test.
and it has only taken out a planet in tests, never in real combat
Then call it a cruiser and put it in the cruiser weight class, and make your fleet smaller.think of it as a Guided missle frigate on steriods from hell.
and by taking out a planet, i meant a bunch of them.
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