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Taldrenites => General Starfleet Command Forum => Topic started by: Magnum357 on November 05, 2005, 05:28:04 pm

Title: Hit N Run Tactic-Raiding Sensors
Post by: Magnum357 on November 05, 2005, 05:28:04 pm
I was just wondering what people think of this tactic.  Now I can understand that against Plasma Races, performing Hit N Run on Sensors is probably a waste, but what about races that use Direct Fire weapons?  Is this a vaild use of Marines?  Opinions?
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: Commander Maxillius on November 07, 2005, 02:03:26 am
in a fleet situation where you're within trasporter range and your wing is occupied with something else, you could H&R their sensors so that they can't maintain a lock for missiles, plasma, photons, orr PPD's.  Mono a Mono, though, is fairly useless and your raiding parties would be better spent on weapons.  IMO.
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: Magnum357 on November 07, 2005, 04:58:43 am
Ok, I can agree with that.  But doesn't damaging sensors effect your Direct Fire weapons some?  I know in SFB that damaging Sensors and Scanners can greatly effect Hit probablity and range to Direct Fire weapons.  Is this the case in SFC OP?
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: FPF-DieHard on November 07, 2005, 03:40:24 pm
Is this the case in SFC OP?

Yes, damages sensors fire through a shift
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: Magnum357 on November 07, 2005, 04:50:27 pm
Ok, is it exactly like SFB then?  Wouldn't this be a vailid tactic?
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: KBF-Crim on November 07, 2005, 10:17:03 pm
it was pretty nasty before H&R's where fixed....now it's kinda useless...valid or not... ;)
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: Magnum357 on November 08, 2005, 12:56:26 am
What do you mean they "Fixed" it?  Is it harder to acheive a successful H & R on Sensors or did they do something else?

And if its sort of useless now, how bad was it before?
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: 3dot14 on November 08, 2005, 06:54:25 pm
Crim might be referring to one of two things:

1. Sensor couldn't not be fixed (using magic screws) in SFC1. Thus making it a slight underhanded tactic in SFC1 days.
2. HR targets used to be "stackable" You can order up a HR run where the target is "Sensor, Sensor, Sensor, Sensor..." I think that gives you more dice rolls... Anyhow it was lot more effective.
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: KBF-Crim on November 08, 2005, 11:06:43 pm
Crim might be referring to one of two things:

1. Sensor couldn't not be fixed (using magic screws) in SFC1. Thus making it a slight underhanded tactic in SFC1 days.
2. HR targets used to be "stackable" You can order up a HR run where the target is "Sensor, Sensor, Sensor, Sensor..." I think that gives you more dice rolls... Anyhow it was lot more effective.

#1...correct..

#2...incorrect...the success percentage for hit and runs was way off .....thus making to easy to destroy H&R targets...that was "fixed" to be equal to the success percentage in SFB...

H&R are still stackable....meaning you can have all your boarding parties attack one target...but the percentage of success is now in line with SFB...and H&R, although a nuisance...are no longer the uber weapon they once were...

Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: _Rondo_GE The OutLaw on November 29, 2005, 10:30:16 pm
Well some insight and some questions.

I'm not much on HR tactics, especially early in a game.  As a gorn I prefer to use my marines in static defense since I will then have many more marines for the middle and end game.  I also have more internals.

Hitting sensors is pretty cool if you can get to them and your opponnent has no repairs left.  OR in some rare tactic situation where preventing his fire can and ONE exhange can win you the game.

Because those things repair faster than anything else I have yet seen in the game. 

Does stacking targets actually work?

3rdPhoenix, a mentor of mine said they don't.  Put it out to everyone in 3rd Fleet in its day.  If you target a ophton and have six transporters all six marnes will attack the photon.  I have seen this many times because it will stop at three or four (or wherever) once the targ goes down.  I even lit them off again for the remaining marines by tagging another targ.  The remainder attacked the new targ.

But if there is an edge here let me know.
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: Just plain old Punisher on February 02, 2006, 09:07:37 pm
Sensors are too difficult to destroy to make this a worthwhile tactic.
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: FA Frey XC on February 08, 2006, 06:24:25 pm
tractors and weapons are good H&Rs.
Title: Re: Hit N Run Tactic-Raiding Sensors
Post by: RazalYllib on February 22, 2006, 07:45:59 pm
It can be situational dependant vs direct fire races near end game. If you drop him enough, he "has" to repair it to correct shift. If you also have hit a high value hardpoint that also needs repaired, the sensor may get bumped down in priority to get the big gun up. This gives you time that they have a shift and you do not, a very nice advantage if you can pull it off. Again situation dependant, though it helps if that system already has a hit...kick em when they are down, they might not recover.