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Topic: Ur-Quan Dreadnought to be re-named "Banana Boat" (Read 37386 times)
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Holocat
Frungy champion
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Posts: 84
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? I *think* I recall this from the PC version, that after a battle is complete (that is, ALL combats are resolved between you and an enemy fleet in a single player game), any extra crew disappears. I haven't used penetrators in the current version of UQM. They keep their crew now? What happens if you transfer crew with them?
To be specific, in SC1 you either had to do it the hard way (with enemey ships) or you could raid a Hierachy colony world; All penetrators get full crew if they're at the planet.
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chad of Toronto
Zebranky food
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Posts: 9
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I was just playing today the Alliance ships versus the Hiearchy ships. Amongst these ship the Urquan turns YOU into turd worthy of a Supox diet.
I
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« Last Edit: January 31, 2007, 08:39:52 am by chad of Toronto »
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Shiver
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Poster above me, please work on your reading comprehension.
AS WITH ALL PVP TOPICS, PLEASE DO NOT PREACH IF YOU ARE NOT EXPERIENCED WITH IT. COMMENTARY FROM NEWBIES IS WELCOME, PREACHING ISN'T. A little bit of common sense would have told you that the people arguing in this topic have already played against the "awesome" computer so many times they can beat it on either side of the Hierarchy vs Old Alliance match-up with one hand while drunk.
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« Last Edit: September 22, 2007, 03:51:13 am by Shiver »
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Captain_Smith
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I was just playing today the Alliance ships versus the Hiearchy ships. Amongst these ship the Urquan turns YOU into turd worthy of a Supox diet.
And to illustrate something to you (and anyone that talks about strategy with the AI experience alone), about how good a lot of the players here are, let me describe something. I just got done playing this melee group that you describe. But one difference though. I used a set of rules I described in here once upon a time I called Endurance Melee. Basic idea is that if you win the matchup you remove the ships you lost out of your set, and then keep going. Then you count the number of points of ships you blow up before you lose all your ships.
For the Old Hierarchy versus Old Alliance (me) set, with the awesome AI, I just blew up 741 points worth of ships before I lost all of mine. Yes, if you do the math, that means I beat the Hierarchy set 6 times before I lost on the 7th. That also means that Ur-Quan ship went down 6 times. Care to guess how many different ships I used in the Old Alliance set to take out that Ur-Quan 6 times?
To compare it to others here, I'm not saying I'm really that good or that they wouldn't get more than that (I'm not sure if I'm really *that* good). But I can definitely say that's a great illustration of how the AI has outgrown most of us, and something else to show you that judging against solely what the AI can do is meaningless.
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0xDEC0DE
*Many bubbles*
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Posts: 175
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Thread necromancy!
2) they shoot at asteroids I really like this idea; and if my memory of how the AI works is correct, it's trivial to implement. I'm going to have to try it on a "private version" and see how I like it. I started poking and prodding at the code again, because I figure such hobbies are good for me. And if bugs get fixed as a result, it's good for everyone who plays. This request seemed like a fun place to start, so I augmented the fighters to shoot at just about anything they get near. This has the net effect of making them attack/destroy asteroids that get too close. The patch is here, it should apply cleanly to current SVN sources, and possibly even a stock 0.6.2 tree.
Of course, it's funny how expectations can get out of control. I had visions of deploying fighters defensively, using them to intercept incoming projectiles and the like, which would really make the Dreadnought a genuine badass of a ship. What I didn't account for is the fact that the fighters really, really suck. They are designed to fly in amidships, hold position there, and shoot sideways at it until it is dead or they run low on fuel and need to turn back. If you are small enough or fast enough, they will miss you completely. So while two packs of opposing fighters will open fire on each other, about 80% of the time they'll miss each other. And they have no hope at all of hitting any incoming projectile smaller or faster than the Podship's plasma ball.
But they do kill asteroids with this patch. And that's pretty cool.
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"I’m not a robot like you. I don’t like having disks crammed into me… unless they’re Oreos, and then only in the mouth." --Fry
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Shiver
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Mister 0x,
That is an interesting solution, but EP has already made it so Ur-Quan fighters avoid asteroids and never expire from lack of fuel during his tinkering. I've tried to get people hyped up on modding the game so it plays better, but it just didn't catch on. If interest increases, we might get a total ship re-balance (not just re-cost) mod in the future.
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« Last Edit: September 22, 2007, 03:52:36 am by Shiver »
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Death 999
Global Moderator
Enlightened
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Posts: 3872
We did. You did. Yes we can. No.
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Well, I'd like to try it... one solution for making the fighters more useful would be to make their firing range a touch longer. Then at least they might get 2 shots in on whatever they're aiming at before it zips by.
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Elerium
*Smell* controller
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Posts: 272
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The Dreadnought is supposed to be a ship to be feared.. yet everyone laughs at it, and it dies so horribly in PvP it just isn't funny.
Fighters need to be kitted out so they don't expire in space, avoid getting smushed by enemy ships/asteroids and have 2 HP so they can take some flak before closing in. Fusion blast needs work too.
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TheUnderking
Zebranky food
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Posts: 4
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I admit to being a noob at UQM PvP, having only played against some of my friends hot-seat style, but what is wrong with the Fusion Blaster? I agree the fighters are of questionable worth, but to me the FB is a strong, fast firing gun.
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Valaggar
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Zurin Arctus/King Wulfharth (whichever name you prefer): The Dreadnought is a slow, non-maneuverable ship that fires a medium speed, quite small, non-area of effect projectile, and this leads to horrible accuracy. The Mauler seems at first glance the same, but recoil gives it somewhat of an edge, allowing it to employ hit and run tactics. Besides, the Mauler isn't overrated. It's actually underrated by 2 points, according to Elvish Pillager's Balance Mod.
NOTE: I'm not a non-PvP-noob. So I'm just speaking from my limited experience.
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« Last Edit: October 13, 2007, 08:45:08 pm by Valaggar the Wackrazy One »
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TheUnderking
Zebranky food
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Hmm, good points, Valagger. So would you agree that the fusion blaster is a solid gun, that is entirely unsuitable for a large slow ship like the UQD?
And if not, what would you change to make the gun better suited to the ship that carries it? edit : I reread the thread and shivers idea of doubling the blasts width seems a good one to me.
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« Last Edit: September 24, 2007, 06:13:50 pm by TheUnderking »
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