Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 5 users and 141 guests online.

Online users

  • GambitUK
  • Theace
  • BlueTemplar
  • DavidSachs
  • battlespud

Languages

  • English English
  • French French

Browse archives

« August 2008  
Mo Tu We Th Fr Sa Su
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
Home » news » forums » Space Empires V » Space Empires V General

Weapon Mounts

Submitted by Crest on Sat, 2006-11-11 20:10. Space Empires V General

I have been playing around in the space simulator, but in all my tests I find that the larger ships such as the baseships are almost useless in battles. I can sometimes bring down a baseship with only 3 frigates, which cost far less and are easy to replace, and at times an entire fighter group can obliterate it without taking any damage.

My point is this, why dont weapon mounts modify weapon range and accuracy on the larger ships? It would allow them to engage at a farther distance to help make up for the fact that almost every shot from an opponent hits them. If the weapon mounts added range and accuracy then maybe the baseship could acctualy defend itself from more then 1 target, as it stands now it's only real use is as a fighter carrier.

‹ Can't retreat, unable to set a movement target outside the circle Only got the game a few days ago, already my list of bugs :P (1.13) ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Rilbur's picture

Mods

Submitted by Rilbur on Sat, 2006-11-11 22:30.

Mods are fun!

That said, it sounds like Malfador over-reacted to a common SEIV problem of smaller ship sizes becoming instantly obsolete once you had bigger ones.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

» login or register to post comments

Couple of comments

Submitted by raynor on Sat, 2006-11-11 22:43.

First, fighters are WAY too powerful in the stock SEV game. I highly recommend the Balance Mod. I'm a big fan of fighters. But it just isn't any fun to play with them in stock SEV.

Second, I recommend researching ECM. If you have a baseship going against destroyers, you probably can max out the research on ECM. With ECM on your baseship, it will be considerably harder to hit.

Third, I recommend maxing your Sensor research. With max combat sensors, your baseship will find it easier to hit the destroyers.

In my last game, it felt like my cruiser without combat sensors and ECM couldn't even take on a couple of destroyers. After I researched my sensors/ecm up a few levels, my cruisers were more than a match for six to eight destroyers or more.

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Bigger Map as in Bigger :)
  • Editing max systems in settings.txt
  • Wepons Mod
  • Known SE5 v1.74 Bugs
  • some stuff I use without support for AI - Crew

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Bug with scout construction
  • 1 year later have the bugs been fixed?
  • THE PERFECT SHIP
  • Limiting Component
  • Plasma and Null-Space Shields?
(c) Strategy First, Inc. All rights reserved.