SE5 awesomeness |
OK I know I spam this board too much but oh well
I have several questions and an a couple of unsolicited opinions 
1.First off the balance mod rocks the AI is tricky and even funny sometimes.
2.The artist for SE5 is great...the one who does the space pictures. Some are even beautiful.
3.I sure hope SE5 keeps getting better with SE6. If this game had the big budget you got another Civ success story...maybe even more so but for god sakes dont publish retail when the game is really still in beta--those initial bad reviews KILLED the general publics awareness of this game which is sad. This thing has MEGA potential imho. Its SE4 in a different wrapping but still the same kick-butt game.
4.Now a real question...since the range is so much farther than any of the other weapons why in the world would anyone spend time researching any other weapon besides missles? I know its probably a noob question but if I attack a planet with missles 10 and hes got (some fancy weapon) level 5 I STILL outrange him and am gonna waste his planet. Especially if I set "max weapon range" strategy and have decent engines...someone school me on this please

Re: SE5 awesomeness
Generally for missiles to be effective you have to be able to fire more missiles then your enemy has Point Defense. If you don't you won't do any damage and you'll run out of ordnance and be an easy target for counter attacks with either faster ships of fighters - which missile ships can't target.
Re: SE5 awesomeness
I'm with Astorax on this one too. I really haven't missiles in a game in a long time. 
Re: SE5 awesomeness
Another consideration is the inability of seekers to target units. Take a group of missile boats through a warp point into a ring of satellites, and you'll learn not to do it again.
Re: SE5 awesomeness
Against human opponents you shouldnt really have the luxury of pounding away with missiles, unit guarded warp points and anyone with more fighters than you in an engagement = problems.
Re: SE5 awesomeness
Instead of satellites (or mines) I like having a ring of fighters at key warp points. I find they are more versetile when the number of units allowed are limited. 

Re: SE5 awesomeness
Agreed with above posters, going with all missiles is incredibly foolish, I always go with about 10-20% only and go with directed weapons for the rest, then add PDs for defence.
Balance is key, although specialisation at times is nice.
Re: SE5 awesomeness
Most of my ship designs tend to strike a balance in roles so they can be more flexible. I can always make adjustments to counter a neighbor's strengths later. 





Re: SE5 awesomeness
Ok, you have missiles 10 and I have point defense weapons 5. I win. I might not be able to kill you but I can certainly kill all your missiles so you can't kill me. Then I just wait till you run out of supplies/ordinance and keep building my fleet to counterattack and kill you.