Midway Class: Undergunned?

Originally posted by Wedge009
Originally posted by Iceberg
If a carrier is directly threatened by enemy capital ships, it's in grave danger.

Or in the grave itself, as that saying is supposed to go...

At any rate, if enemy capital ships can get close enough to menace a carrier, it has failed in its primary mission of establishing space superiority.
 
Originally posted by Mekt-Hakkikt
Look the Plunkett is designed to take out enemy capships but still it has plenty of Laser turrets against fighters.
And added to it's 14 turrets it also has 6 missile turrets, while the Plunkett has none.

OK, the Tiamat has slightly superior bridge armor but slightly inferior engine armor. But these differences are not enough to force you to shoot a torpedo more at it than at a Plunkett.
The Tiamat also has a weapon that will make any capship think twice before it attempts to come withing torpedo range, and it has a shitload of fighters comparable to that of a carrier. The Plunkett doesn't carry fighters and while it's triple Plasma and triple Particle weapons are dangerous, they're not as powerful as the Capship Plasma.

And that shield generators: they really never were any problem to destroy.
Is that because of your skils, or the AI's lack of them?
 
Probably due to the bug's general lack of skill.
Or did you mean that I perhaps only played WCP on "rookie"? My standard difficulty for the WC games is "Hero". It can always happen that I switch back to an easier level ( I did that in the Shy Meadows mission in SOPS because I wanted to save those bonus transports but I only managed to do it on "Veteran") but WCP I think I played fully on "Hero", at least the Tiamat missions.
But does it not make you wonder why a Dreadnought has only as much turrets as a destroyer? (I know it has 2 missile turrets more but they are not really that powerful). I always thought a dreadnought should have everything. I mean the Kilrathi Dreadnought had the most Laser Turrets of all Caships (okay 40 are too few for 22km but still), probably 4 of those Proton Accelerator Guns (as we estimated in the thread "Dreadnought" I think) and lots of fighters.
I mean, look at the Leviathan: Now that ships has heavy AA weapons and plenty of fighters. Shouldn't a dreadnought, that is larger and worthier carry more than a carrier?



[Edited by Mekt-Hakkikt on 02-25-2001 at 22:50]
 
I meant that if the AI had at least half the brains you do, it would to a better job protecting those shield emitters...
 
Sorry guys it is 5:eek:o am in the morning in Germany and I have work to do tomorrow so I will go to bed.
BTW did you remark that I edited my post? You replied to the original before I could submit the new one.
I will be happy to discuss it tomorrow further on :) .
 
I would just like to point out that the Plunkett has 22 double laser turrets while the Taimot has only 14 single maser turrets, which leads me to say that it is undergunned, what is the point in having a dreadnought that can take out enemy capships if those capships can just launch a bomber attack when they are out of range of the BFG
 
15 fighters, I wonder what was the primary fighter, perhaps Wasps? they would make the most sence for close in emergence support, non?
 
That or Piranhas for scouting or possibly Tigersharks (versatile) or even possibly Panthers (fighter suppression). Definitely not bombers and unlikely to be Vampires.
 
If I had a limited number of fighters, I'd tend to try to keep them to one (or possibly two) type - cut down on storage space for spare parts etc.

Personally, I'd probably go with say 6 Piranha for scouting and 10 Panthers for clearing out enemy fighter cover before I move in and finish off their capships myself. They, and my escort destroyers/corvettes, should also be able to take care of most attacking bombers.
 
Well im sure that it reall depends on the cruiser's current mission is at the moment, defense, offense, patrol duty, picket duty.
 
Back
Top