It is currently Sep 09 2010

All times are UTC - 5 hours




Post new topic Reply to topic  [ 22 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: What's the consensus on missile vusage?
PostPosted: Mar 08 2010 
Offline
Captain

Joined: Mar 09 2008
Posts: 148
I am having difficulty finding value in using actual missile units other than in naval warfare.

These missiles get shot down so easily that you can't get a shot at anything unless you fire masses of them. And then when it comes to land units/facilities they do so little damage which is repaired so easily that yo have to scratch your head and wonder - wow I spent 30 days building all those and all the time fitting them to my units and I end up with barely anything to show for it?

The worst were the land based missiles to substitute conventional artillery. the land based missiles were not doing a significant amount of damage over normal artillery but most importantly at least the normal artillery fire (even if it is a missile unit like a MLRS) cannot be intercepted/shot down - one shot is one hit unlike missiles you need to spam them to get a few hits.

Are you able to find good usage for air/land missiles?


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 08 2010 
Offline
Brigadier Gen.

Joined: Sep 29 2008
Posts: 970
There are several threads on here about missiles and all sorts of input. I mistakenly thought missiles were broke or at the very least extremely underpowered when I first started playing. But that is because I did not understand the unit concept.

In SR units are based on real world groupings, Battalions for land, Squadrons for Aircraft and single units for missiles and naval units
Lets break that down using this unit as the example
Image



Now when you look at it on the map it looks like one unit. But in SR units have a STRENGTH rating. It is the first icon top left with a cross over the shoulder of a soldier. Notice it shows 54. What that means is this unit you see on the map actually represents a BATTALION of Boxers. So when you fire a single missile at that unit icon you appear to do a small amount of damage. But even if you assume one hit one kill with a missile it would take 54 missiles to kill the whole battalion.

Once you understand that concept it is much easier to handle missile use here.


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 08 2010 
Offline
Captain

Joined: Mar 09 2008
Posts: 148
I understand that concept well, but without going into any specific numbers it appears as though missiles are not a cost effective way to deal damage. You can have an artillery piece which does significant damage with its normal projectile - something which cannot even be intercepted/shot down. And you never have to pay for those projectiles (just keep him in supply). Or you can spend lots of time and resources to construct missiles, deploy the missiles to the launcher and fire the missiles which if they don't get shot down (which seems to be very easy for enemy AA to do) causes damage equal to maybe 4 artillery hits?


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 08 2010 
Online
Penultimate Ruler
User avatar

Joined: Jun 04 2002
Posts: 9604
Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
Missile balance is at best a tad off and confusing.There are missiles in the real world that can kill 10's of vehicles with a single missile.But in game they have nowhere near that ability.Even though a missile unit is often more than a single missile.
Its alot like helicopters.In game a helicoper unit has trouble taking out a single unit of supply trucks....when in reality,a single helicopter from that same game unit could take out all the supply trucks itself that make up an ingame unit.

Balance is NEVER going to be perfect.Not gonna happen.

All that said however,missiles are still the best way to "reach out and touch" the foe,without putting you own forces or men in jeopardy.And they still pack a huge punch at the high end of the tech scale.And used in conjunction with other forces ,they are a serious result definer.

_________________
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 08 2010 
Offline
Brigadier Gen.

Joined: Sep 29 2008
Posts: 970
Artillery decimates population and facilities, many missiles do not. I personally have no issues with missles as they are modeled in this game. They get the job done. Now, I have been known to build 900 missile fabs...

Bang for the buck?
Image


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 23 2010 
Offline
Lieutenant

Joined: Sep 09 2008
Posts: 88
Keeping it simple, unless you build dozens of missile fabrication facilities and refrain from starting major attacks until you have several thousand missiles in reserve you're probably not going to have anywhere near the number of missiles that you need to do you any real good. That being said, in the early game I have a fondness for the Kh-59 AS-18 Kazoo missile for use by air units against ground units, and either the PJ-10F BrahMos or SSN-X-26 Yakhont for use against ships. These missiles can be used by land based missile launchers, ships and submarines. The BrahMos can be used by aircraft but the Yakhont can't. The BrahMos has a longer range than the Yakhont, but the Yakhont hits harder.

_________________
Proud member of the Spherical World Association. An organization dedicated to encouraging game designers to create state of the art strategy games in which the actual shape of the world is used.


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 31 2010 
Offline
Brigadier Gen.

Joined: Jun 03 2009
Posts: 946
GIJoe597 wrote:
... the unit concept.

In SR units are based on real world groupings, Battalions for land, Squadrons for Aircraft and single units for missiles and naval units....this unit you see on the map actually represents a BATTALION of [54]Boxers.


Yes, an important point, but this works both ways.

Quote:
So when you fire a single missile at that unit icon you appear to do a small amount of damage. But even if you assume one hit one kill with a missile it would take 54 missiles to kill the whole battalion.


Unless the missile platform is a single naval Unit, then your have a battalion of launchers firing a 12-to-18 missile SALVO for each missile launch - not "a single missile". Single naval Units may also have multiple launchers.

But the enemy AA Unit consists of 20, 40 or even 70 battalions against your 18-missile salvo. So your missile/target ratio may be 18/54 but the enemy's missile defence AA battalion/missile ratio may be 40/18 or even 70/18.

And missile launchers do not stop firing immediately after their target is destroyed, usually wasting another 18 precious missiles that impact on nothing.

tkobo wrote:
Even though a missile unit is often more than a single missile.


I don't know what you mean by this. In the Units file the Battelion size for every missile is "1".

_________________
"War is merely the continuation of politics [diplomacy] by other means"
General Carl von Clausewitz - 1832

Defense: De ting dat keeps de cows off de road.


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 31 2010 
Online
Penultimate Ruler
User avatar

Joined: Jun 04 2002
Posts: 9604
Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
catatonic wrote:

tkobo wrote:
Even though a missile unit is often more than a single missile.


I don't know what you mean by this. In the Units file the Battelion size for every missile is "1".



Watch the count of actual missiles that are deployed,vs the amount of missile units a unit recieves.
A for instance, the Taphius missile will use 2 missiles from the missile reserve to create one missile unit on a firing platform unit like a sub.So that missile unit on the sub,is actually two missiles from the missile reserve combined into one missile unit.
Now sometimes its clear two seperate missiles are fired off when one missile unit is fired off,sometimes its not.

So two missiles from reserve create one missile unit on the firing platform,which doesnt always seem to fire off as two missiles....
Often i can only see one missile unit it flight(count the fins)and there is often only one explosion when it hits with only one damage reduction taking place visiably on the target.

Now more often, you can see the one missile unit fired as two seperate missiles in flight, and can see the two seperate damage allocations,one as each seperate missile hits the target.

But that i cant always see that two missiles are existant, especially when it comes to damage allocation from them,is troubling.It reminds me of when i tried to see if every unit killed was counted, and started to find all sorts of little interconnected bugs that combined to make it seem they were in fact not.That some kills were reported that didnt actually happen,these being NOT counted, and some some kills that did happen didnt seem to be reported OR counted.

To me its more confusing that it should be, and uncertain.But im not sure why its this way, or what a good fix would be,and even what exactly should be changed or fixed ....

_________________
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 31 2010 
Offline
Warrant Officer

Joined: Sep 23 2009
Posts: 26
I only use the sub launched Typhius, they are great at destroying the enemy's ability to make war, take out their production facilities and you will have a decisive advantage in a prolonged war.


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Mar 31 2010 
Offline
Supreme Ruler
User avatar

Joined: Jun 04 2002
Posts: 13562
Location: BattleGoat Studios
tkobo wrote:
...A for instance, the Taphius missile will use 2 missiles from the missile reserve to create one missile unit on a firing platform unit like a sub.So that missile unit on the sub,is actually two missiles from the missile reserve combined into one missile unit...

I think you may be confusing the Points Value of the missile with the actual missile...

In game, missiles modeled outside of unit combat values are handled individually in all cases.

_________________
Chris Latour
BattleGoat Studios
chris@battlegoat.com


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Apr 01 2010 
Online
Penultimate Ruler
User avatar

Joined: Jun 04 2002
Posts: 9604
Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
I dont understand what your saying...
Are you saying that the 6 that shows when 12 missiles are loaded onto a sub (in the case above)is some kind of stat that doesnt refer to the missile units themselves ?

The only thing i can think of,is volleys,but thats kind of a strange thing to worry about stat wise.....

As for

Quote:
In game, missiles modeled outside of unit combat values are handled individually in all cases.

*One firing of taps from a sub fires two missiles.So thats not accurate.
*and again, two taps loaded onto the sub creates 1 "something" per two missiles-----as to what that something is,ive always thought units.But if its not, what is it ?

_________________
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Apr 01 2010 
Offline
Supreme Ruler
User avatar

Joined: Jun 04 2002
Posts: 13562
Location: BattleGoat Studios
* An SSBN-726 Ohio has a missile capacity of 68pts
* A Taphius has a size of 10pts
* you can load a maximum of 6 Taphius missiles on an Ohio

I don't remember the rules for missile volleys for subs re: conventional missiles but nuclear are always fired one at a time. It is possible that things like Harpoons are fired as volleys, I can't remember.

Each Taphius fired represents one nuclear SLBM.

_________________
Chris Latour
BattleGoat Studios
chris@battlegoat.com


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Apr 01 2010 
Online
Penultimate Ruler
User avatar

Joined: Jun 04 2002
Posts: 9604
Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
Thats just it, you can load 12 missiles onto the sub.AND once on the sub they show as 6 something (agian i always thought this 6 was "missile units")...AND when you fire,the number six goes down to 5, and two missiles are fired.

Oh, and taphius isnt nuclear,its darkmatter or some such,if that matters.

_________________
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Apr 02 2010 
Offline
Supreme Ruler
User avatar

Joined: Jun 04 2002
Posts: 13562
Location: BattleGoat Studios
I'll have to test this, that should not be possible. You should only be able to get 6 missiles on it.

_________________
Chris Latour
BattleGoat Studios
chris@battlegoat.com


Top
 Profile  
 
 Post subject: Re: What's the consensus on missile vusage?
PostPosted: Apr 02 2010 
Online
Penultimate Ruler
User avatar

Joined: Jun 04 2002
Posts: 9604
Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
Use the "usmissile552 aircrat stuck" in flight save,scrap all but the first two groups of missiles in reserve (both are taps),declare war on Bahamas, and use one sub from battle group 5 for this.
Make note of how many missiles are in the two remianing groups in reserves.
Fire once from a single sub from bg5
Look at the amount of missiles in the two groups in reserve now- you will see 2missiles gone from it,as the one firing used 2 missiles to again fill the sub from 5 to 6.

Fire once again from a single sub in bg 5,pause right as the unit fire,look at the unit and see the two missiles just before they overlap.Might have to do this a few times, as sometimes you cant actually see the two seperate missiles.Once you do this a few times,you'll be able to actually count overlapping missiles by simply counting the amount of fins that show.

Take a single sub from bg5,lock it from auto load,then remove the missiles from it by either firing them off or reserving the unit.
Again make note of the amount of missiles in the two missile groups in reserve used above
Load the now empty sub from bg5 with taps
Compare the new number of missiles in the missiles groups with the old number from just before you reloaded the sub- you will see 12 missiles have been moved to the sub.

_________________
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: Google [Bot] and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group