Dranak Posted January 13, 2014 Share Posted January 13, 2014 Do you have any specific examples of winning with autoresolve versus unwinnable fights? Quote Link to comment Share on other sites More sharing options...
Solver Posted January 13, 2014 Share Posted January 13, 2014 Any fight where you don't have enough fuel left to stay in actual combat. Quote Link to comment Share on other sites More sharing options...
Korgath Posted January 13, 2014 Share Posted January 13, 2014 Do you have any specific examples of winning with autoresolve versus unwinnable fights? 3x Foxtrot vs 3x Heavy Fighter is another Also going into a battle against scouts with 0 missiles on foxtrots and having an 18% chance to win, kamikaze maybe? Quote Link to comment Share on other sites More sharing options...
StellarRat Posted January 13, 2014 Share Posted January 13, 2014 Do you have any specific examples of winning with autoresolve versus unwinnable fights?I've seen 100% victory on Corvette and two fighters vs. 3 Condors. I don't think that's possible under manual control. Quote Link to comment Share on other sites More sharing options...
Dranak Posted January 13, 2014 Share Posted January 13, 2014 With Alenium missiles, the Condor vs Corvette fight is winnable (cannon the Fighters, missile the Corvette). The others definitely seem unwinnable in practice. Quote Link to comment Share on other sites More sharing options...
Skitso Posted January 14, 2014 Share Posted January 14, 2014 Wasn't the scripted local force crash sites supposed to be in the game for one sole reason: the player would get both caesan and sebillian corpses to study in the early game even if random generator wouldn't otherwise spawn either? Few of my latest games, I have really struggled to get sebillian crash sites and even all the local force sites are all caesan. Is there a bug, has something changed or is it a "LTP" problem? Quote Link to comment Share on other sites More sharing options...
Dranak Posted January 14, 2014 Share Posted January 14, 2014 I thought it was just so you would have a guaranteed crash site to give you some ground combat and a start on your research, but I could be wrong. Quote Link to comment Share on other sites More sharing options...
Skitso Posted January 14, 2014 Share Posted January 14, 2014 Should the probability for both sebillian and caesan light scout and scout be the same, and also, where can this be altered? Now that I'm having scouts.... it's all sebillian. I feel the "introduction" phase of the game (light scout/scout) is so long, it really benefit from some variation. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted January 14, 2014 Share Posted January 14, 2014 OK, I'm up to January now and I've got swarms of Carriers, Strike Cruisers, and Cruisers with heavy fighter escorts flying around. I just finished Marauder tech, but haven't been able to build any yet. My existing Foxtrots and Condors can't deal with the size and numbers of the enemy ships even though I have two Foxes and three Condors at each base. The alien ship sizes are definitely progressing too fast IMO. My feeling is that Veteran is OK in ground combat with a reduction in accuracy, but definitely moving along too quickly in the air. Quote Link to comment Share on other sites More sharing options...
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