Reactive Fire Changes
Posted: Wed Apr 01, 2015 2:24 am
I'm in the process of making a couple significant changes to the tactical model -- features related to setting up and balancing anti-missiles and torpedoes (though both of those weapon types remain broken, as of r12062).
The core change is inside the reactive fire rules. Point defense weapons will now always fire when hostile missiles or fighters enter their range. This means that escort designs should now be considerably more effective at helping to protect other ships in their fleet from incoming missiles / fighters.
Also -- unfired beam weapons (normal and heavy mounts), will now fire on ships that close to within medium range. In effect, simply abstaining from firing your beam mounts now places them in an "overwatch" mode, allowing them to fire on your opponent's turn.
Both changes should give you more tools for countering fast missile destroyers -- a class that has been fairly OP ever since their introduction in r11949.
The core change is inside the reactive fire rules. Point defense weapons will now always fire when hostile missiles or fighters enter their range. This means that escort designs should now be considerably more effective at helping to protect other ships in their fleet from incoming missiles / fighters.
Also -- unfired beam weapons (normal and heavy mounts), will now fire on ships that close to within medium range. In effect, simply abstaining from firing your beam mounts now places them in an "overwatch" mode, allowing them to fire on your opponent's turn.
Both changes should give you more tools for countering fast missile destroyers -- a class that has been fairly OP ever since their introduction in r11949.