sensor ranges for artillery

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posted on July 16th, 2009, 7:57 pm
one thing i noticed: the artillery ship of the klingons has only half the sensor range as its weapons range. the only way to use  its weapons ange is to carry a sout with you, which will be most likely killed in the first few seconds. so my ideas:
1the klingons get an advanced scout(like the probe or the nebula)
2.The veteran gets a boost in sensor rane, maybe  at every rank up. what do you think?
posted on July 16th, 2009, 8:00 pm
You can cloak your scout, put it to low autonomy and keep it close of your fleet.
posted on July 16th, 2009, 8:05 pm
yeah... thats right..... :sweatdrop:
i usually do it this way, but if you opponent decloakes it you wink, and it explodes^^
Actium
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posted on July 16th, 2009, 8:07 pm
actually that makes the stuff interressting: u need to coordinate your ships to have em work as you want
posted on July 16th, 2009, 9:00 pm
Please no change, this is the whole reason that you have to manage your scouts carefully, or build another...  ^-^
posted on July 17th, 2009, 1:41 am
Yha you need to maintain your fleet, it's not a fire and forget weapon...  :D
posted on July 18th, 2009, 4:34 pm
i would really like to see some change there. If one decloaks your scout, you could gain the ability to "outmanuver" for 10 seconds, meaning you cannot be target iff the scout moves and changes direction every second.
Actium
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posted on July 19th, 2009, 11:32 am
maybe against one enemy ship, but not against complete wings of enemy cruisers etc
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