Flocke wrote: ↑Fri May 30, 2025 12:59 pmOne factor I could not test however is impact of crew training. I know it has a large impact, especially to evasion maneuvers and defense, but I didn't add any option to edit crew experience to UE yet, so all were greenhorns.
I'm curious about this as well. My hunch is that it favors Cardassians do to better hull totals (damage control making it tougher?)
I never had any reason to suspect it effected evade maneuvers yet! I hope that's true.
Yes I have watched them, but none of them did circle,
I used circle with Cardassian Destroyers later on in that one to counter Klingon Destroyers strafing, but if that's not good enough here's plenty more coming.
Flocke wrote: ↑Fri May 30, 2025 9:25 pmGuess the federation really needs some further bonuses to match up the cardassians, at least for T5 games.
lol, Is this just baiting or an honest take? Defiant are awesome paired with any fleet, and do decently alone too. In actual games we've played in that mod, the Federation win almost 50% of the time just by splitting money off to build Defiants. Circling away the sovereigns while having another fast attack group (mostly defiants and scouts for cannon fodder) is a deadly combo. I've won plenty as Federation (vs cards too) doing that, and just because you didn't see it in the tournament this year doesn't mean it didn't happen prior.
I agree maybe I need to lay out more evidence, so here again in vanilla: 50 Klingon Destroyers using charge or circle vs Cardassian ram = instant death
Klingon Destroyer Circle (loss):
https://youtu.be/5hiGPQ83weM
Klingon Destroyer Charge (loss):
https://youtu.be/gLJb9Cf5lIY
Klingon Destroyer Strafe or Evade (win):
https://youtu.be/eWSiArouL3k
Hardly a coincidence that only few of the commands result in a victory for Klingons, right?
Moving on to commands in RMPM 1.4.2:
9 Scouts are added to each side to increase distance, but they are so weak they hardly effect the outcome
50 Dreadnought Assault vs 50 ramming Cardie BSII (losing still, but even faster):
https://youtu.be/s4xv1sMJcbw
Dreadnought Flyby switch vs ramming Cardies (loss, but did considerable damage to cardassians):
https://youtu.be/tYMdSK8E8Ns
To really show this though we need to switch the race to Klingons in this mod. These results are night and day and can't be accounted merely by some slight rng
50 Attack Cruiser II Assault vs 50 ramming Cardies BSII (overwhelming loss):
https://youtu.be/Txf8MZRxO2A
Attack Cruiser II Flyby switch vs ramming Cardies (overwhelming win):
https://youtu.be/Txf8MZRxO2A
I also tried this in vanilla merely to compare, with relevant combat patches, but the 50 Cardassian Battleships would never ram, only assault or flyby even after repeated test. I'm not sure why that is.
Anyway, I'm not trying to be jerk here or a know-it-all, I just think teaching newbies and regulars alike what actually wins battles is good for the game and the MP scene. It's shocking to me seemingly no-one yet has noticed (or not at least talked about openly) how blatantly false many of the game suggestions are.
Klingon attack cruisers II however are much more powerful with their 28 phaser emitters than the federation Sovereign. Additionally they excel in phaser accuracy and defense. And furthermore it's way less ships in total, many more light ships and you altered orders. Therefore it's not comparable conditions.
Yes, that's why the flyby actually works wonders in that case, since the ship isn't junk like the Federation one. What I was trying to imply is that we don't notice what counters what until the two fleets are comparable in strength.
Firing arcs on other ships are even worse (mostly romulans/ferengi), so it might be put them worse position long-term for just a short term gain. Though as I say this, I did use flybly followed by ram with klingon k'vorts in tournament games to deadly effect (I found it much better than assault), and we know the firing arc on that ship is awful. Maybe beam firepower is more important than arcs in this case, or maybe both are equally needed; again though, another result just not what you would expect at all.
I dont think the altered orders helped me much at all though. 65 commands ramming (and also nearly 30 fast attacks too) ramming my 50 cruisers, and they miss, and afterward just disappeared in a sea of purple cardie dust and red beams
Given the fact in an actual game people will very likely be having fast attacks supporting it is more telling.
Flocke wrote: ↑Fri May 30, 2025 9:25 pm By the circle command, ships try to maintain a specific distance, and therefore turn around when opponent ships close in with the ram tactic.
Is this what you meant?:
https://youtu.be/kvF2YCj3ST0
I circled turn 1, then charged, then flyby. This allowed me to win too
I then tried this with Federation against the 50 Cardassian Battleships, adding only 5 extra Sovereign class:
https://youtu.be/t5qh6qq_snI
I won the battle with 2 sovereigns remaining, even though the Cardassians finally rammed every single round this time.
Weirdly, I think the screen-extending of circle inadvertently helps beat a ram attempt at starting distance, though maybe not by design? Had the two fleet been already close together and I pulled out a circle move, I'm pretty sure I would have died to the ram there. My theory is that Ram generally counters circle at close range (much like assault does) in this kind of rock-papers-scissors