Archived from groups: comp.sys.ibm.pc.games.space-sim (
More info?)
"milo" <milo@starshatter.com> wrote in message
news:ASGNc.9272$mg6.7783@fed1read02...
> "Allan Parent" <allanp@nospam for me123@charter.net> wrote in message
> news:10ge9lrgd4soo50@corp.supernews.com...
> > Milo or anyone,
> >
> > Ok, I have finally got promoted to Lt. Commander and I am now in charge
of
> a
> > DD. Everytime I go into battle, I am getting blown away. It seems the
odds
> > are always against me and my squadron mates are always too far away. Any
> > hints? Is there any Intel on enemy ships like firepower, field of fire
> etc.
> > It would sure help to find a weakness in their tactics.
>
> The Asher class destroyer is something of a paper tiger. It's an older
> series of warship that is being phased out in favor of the newer and
> more solidly built Spectre class. They both have the same weapons,
> but the Asher can't take the pounding that the Spectre can. Always
> attack in force, and run away using your quantum drive if you get in
> trouble. You can use the nav screen during the briefing to assign
> navpoints to the other ships in your destroyer squadron to get the
> team together before you go looking for trouble.
>
> Remember to raise your shields to 100% before the bad guys start
> shooting at you (press Shift+S). The gravity-based shields in Star-
> shatter are more like the ones in classic Star Trek than they are
> like those in a typical space sim. Shields at 100% power block more
> than 95% of energy damage. However, all shields are more vulnerable
> to the damage from missile weapons and torpedoes. Don't let the
> enemy gang up on you and overload your point defense batteries
> (PDBs) or you won't last very long.
>
> As a general rule, most starships are weaker from "below" than from
> "above." They tend to have more defensive turrets on upper decks
> than they do on lower decks. Now that I finally fixed the aiming bug,
> the defensive turrets are very effective at shooting down incoming
> missiles and fighters. It used to be that you could stand off and hit
> your enemies with long range torpedo shots (the PDBs couldn't
> focus on fast moving shots so well, and the longer range gave the
> torpedoes time to build up to maximum velocity). I haven't spent
> much time in starship combat since the new patch, so some of my
> own favorite tactics probably need revising.
>
> Starships are blind directly aft, but they can also share sensor data
> their with allies, so you shouldn't rely on being invisible just because
> you are staring up their drive flares.
>
> If you find that just dealing with steering and managing weapons
> and sensors and shields and tactical commands is overwhelming
> at first, don't be afraid to let your Executive Officer lend a hand in
> running the ship. Press Shift+M and your XO will take over the
> direct operation of your vessel leaving you free to concentrate on
> tactics. Press F3 for the "orbit cam" and you can play the game
> just like Homeworld, even to the point of issuing tactical orders to
> your own ship for your XO to implement.
>
> Hope this helps,
>
> --milo
>
http://www.starshatter.com
>
Thanks Milo. I have found my Exec and friendly ships tends to fire off
torpedoes at maximum range. The ememy ship just uses its PDB to just pick
them of with ease. Pretty soon I am out of torps. I have been trying a
tactic of having one DD get the attention of the target while my DD trys to
outflank them and send a couple of torps and laser fire up their exhaust. It
works but the timing has to almost perfect. This experimentation is costing
the navy several DD's
Allan