Defeating Torpedos

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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ceyan
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Joined: Sat Jul 03, 2004 1:06 am

Defeating Torpedos

Post by ceyan »

Anyone have any tips for dropping torpedoes in the Shadow/Necromancer destroyer class? (I can't remember the exact class name). I just had a run in with a Broadsword class, and got creamed mainly because my guns wouldn't track properly on the torpedoes (when directly facing the torpedo, I had some minor success turning as soon as I saw the torpedo launch so the PD guns had a direct shot at the torpedo rather than having to angle so much).
Deathifier
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RE: Defeating Torpedos

Post by Deathifier »

ORIGINAL: ceyan

Anyone have any tips for dropping torpedoes in the Shadow/Necromancer destroyer class? (I can't remember the exact class name). I just had a run in with a Broadsword class, and got creamed mainly because my guns wouldn't track properly on the torpedoes (when directly facing the torpedo, I had some minor success turning as soon as I saw the torpedo launch so the PD guns had a direct shot at the torpedo rather than having to angle so much).

I find that the forward PDB's on the Spectre class and the cannons on the cruisers have trouble tracking missiles fired further than 50-60k out.
When they get into range the weapons fire but converge ahead of the actual missile.

Once you get closer they seem to track properly.

How to avoid it?
Try to spot your enemy > 100k away (use probes), move your navpoint on top of them, set your main lasers and torps to auto, max shields, max speed, hit auto!

When you emerge hit U, turn and blast away. Typically you get a couple of hits in as their shields raise and most of the time they are facing in a direction (or turn away) that prevents them firing torps at you (and if they do, the PDB/cannons get them).

A bit gamey, but it works, esp. against those pesky enemy carriers (though they still escape!) ;)

- Deathifier
Mehrunes
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RE: Defeating Torpedos

Post by Mehrunes »

There seems to be something slightly off about the aiming algorithm, it's leading things just a bit too much.
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TheDeadlyShoe
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RE: Defeating Torpedos

Post by TheDeadlyShoe »

Yes- Generally, the further away something is launched, the faster it will be moving...

I haven't really had a problemw ith this except on Carriers though. ?
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
MishimaYukio
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RE: Defeating Torpedos

Post by MishimaYukio »

i find it funny, the carriers always quantum to the first sector on the list, so you can follow with no problem
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Mr.Frag
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RE: Defeating Torpedos

Post by Mr.Frag »

i find it funny, the carriers always quantum to the first sector on the list, so you can follow with no problem

Thanks for that tidbit, been chasing one for 6 missions and it keeps running away [:(]
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