problem of ram in UDM mp..
Posted: Tue Jan 26, 2010 11:46 am
As it has been discussed before, ram is a very powerful and useful attack tactic. Better hull translates into survival but the relationship is not straightforward. A ship with near zero depleted hull (if it has superios hull values to begin with) is capable of ramming again and killing a ship with better hull values.... you don’t see this in vanilla as much, but in UDM hull values are enhanced and this becomes a problem when facing cardies. One cardie CC can take out two dom HC (ship closest in hull value)... it's been noted before and solution for exact ram damage is yet to be found. I am reluctant to embrace BOP solution of ram=death at this point so i propose the following...
1.increase beam damage/decrease minimal distance for torp fire for ships with weak hulls. in my many simulations between cardie/dom ships I noted that most damage is given by torps. Any race has advantage over cardies as far as the torp damage is concerned (may be kling is an exception) - but in battle it is a not relevant - cardie opponents have only only one shot at torp fire - at first turn - then cardies will come in close range - and it does not matter if you flyby or circle or charge or assault - torps won't fire. and beams are too weak to do any damage to the cardies. If we can get torps to fire at point blank distance, that could help…
2.increase hull/shield values for cruisers - to the point that they can hang on longer
3.increase range for non-cardie cruisers to long and tt speed to 2 â€" this will allow a possibility of sneaking behind and taking over sister planets â€" and would force cardie at the defensive stance.
The way it stands now, the only way to win vs cardie in UDM is:
1. play on large map â€" to give chance for dom to grow and build up fleet at least 2.5 times the size of cardie â€" but dom does not have production that is 2 times that of cardie…
2. dig in, build intel on remote out of range planets and hope cardie mess up orbital offence â€" if they make less command cruisers than you have powered up orbs, then you may survive for a while, but if you have a half dissent player, on large map 30 CC is a force â€" you need 60 dom ships to win that game…
any thoughts would be welcome…
1.increase beam damage/decrease minimal distance for torp fire for ships with weak hulls. in my many simulations between cardie/dom ships I noted that most damage is given by torps. Any race has advantage over cardies as far as the torp damage is concerned (may be kling is an exception) - but in battle it is a not relevant - cardie opponents have only only one shot at torp fire - at first turn - then cardies will come in close range - and it does not matter if you flyby or circle or charge or assault - torps won't fire. and beams are too weak to do any damage to the cardies. If we can get torps to fire at point blank distance, that could help…
2.increase hull/shield values for cruisers - to the point that they can hang on longer
3.increase range for non-cardie cruisers to long and tt speed to 2 â€" this will allow a possibility of sneaking behind and taking over sister planets â€" and would force cardie at the defensive stance.
The way it stands now, the only way to win vs cardie in UDM is:
1. play on large map â€" to give chance for dom to grow and build up fleet at least 2.5 times the size of cardie â€" but dom does not have production that is 2 times that of cardie…
2. dig in, build intel on remote out of range planets and hope cardie mess up orbital offence â€" if they make less command cruisers than you have powered up orbs, then you may survive for a while, but if you have a half dissent player, on large map 30 CC is a force â€" you need 60 dom ships to win that game…
any thoughts would be welcome…