Antimatter&Emg Combo Tactics - is it a Bug or a Feature?
Posted: Tue Nov 04, 2008 11:38 am
I start this blog with a view to people express their opinion on this subject.
Here is brief description of the tactics: antmatter torpedoes have the basic speed of 18 and it cannot be shot down as you know. You put 1 unit of antimatter torpedo in the first row and in the rest rows you put missiles (as you guess, some might be with emg modification). Missiles with fast mod at ion drive level have exactly the same speed of 18 and move parallel with antimatter torpedoes, which shrouds them from being shot from distance. Only point defense in automatic regime can target the aproaching missiles. Consequently if pd beams are not enough missiles go through and hit the ship, which can blow up, if the missiles had emg. This tactics is based on the fact that you can't target/shoot missiles with beams, while they move synchronously with antimatter torpedo.
So my question is: is this a game bug or a feature/good tactical finding?
You are welcome to speak out your position or just vote anonymously.
Here is brief description of the tactics: antmatter torpedoes have the basic speed of 18 and it cannot be shot down as you know. You put 1 unit of antimatter torpedo in the first row and in the rest rows you put missiles (as you guess, some might be with emg modification). Missiles with fast mod at ion drive level have exactly the same speed of 18 and move parallel with antimatter torpedoes, which shrouds them from being shot from distance. Only point defense in automatic regime can target the aproaching missiles. Consequently if pd beams are not enough missiles go through and hit the ship, which can blow up, if the missiles had emg. This tactics is based on the fact that you can't target/shoot missiles with beams, while they move synchronously with antimatter torpedo.
So my question is: is this a game bug or a feature/good tactical finding?
You are welcome to speak out your position or just vote anonymously.