Posted December 15, 2013
Hey all, a while back, GoG had a promo where we could get MoO 1-3 at a discount. After looking at the screenshots and player reviews, I cracked and got MoO1 and 2. I missed these games way back in the day so I am quite new to MoO so if I ask something which seems painfully obvious, you now know why.
This is about MoO1 only. I started with MoO1 because I wasn't sure if playing MoO2 first would ruin my experience with the first. It was diffcult playing Heroes of Might and Magic 1 after playing the 2nd first so I was worried the same would happen here.
I've feel I've gotten the hang of most of the game but ship designing is something I still haven't gotten the hang of. I know it all depends on what tech I and my enemies have at the time but when another faction declares war on me, I'm usually totally unprepared.
Here's what happened yesterday. I start a new game on normal difficulty in a medium sized galaxy with 4 opponemts. I put most of my research efforts into propulsion and colonize any plants I can land on. At this time, I focus totally on tech and expanding. After expanding as much as possible without infringing on my neighbours, I then start to build up my navy with whatever tech I have available. Early game, this is usually the smallest ship type with either a laser, ion cannon or neutron pellet. These ships usually have the best computers and engines with an even number (Level 1,3,5 etc engines don't seem to be worth the effort). These ships have no shields or jammers. So far so good, after amassing a few snub fighters, I make a few missle boat and bomber types with the medium hull while cutting down on snub fighters. Eventually, my neighbours want to expand and declare war on me and I'm able to hold them off at first, then the humans declared war on me and things went very bad, very quickly.
All my ships (barring missle launcher types) kept getting pushed back from large ships equiped with the repulsor beam so any ships with a range of one were essentially useless. Any time I got into range, I would always get pushed back. The humans turned my 1000 odd snub fighter fleet into dogmeat!! My missle laucher types ran out of ammo before I could knock off a single one of their ships, eventually, they were dogmeat too. During the time my fleet was getting decimated, I was also building large ships with lots of range 2 weapons and missles but I was still having a hard time because the only range 2 weapon I had was the heavy laser. I was able to hit the enemy ships now but it took forever to drop one. When a space battle started, I could hit auto, take a potty break, come back and the ships would still be duking it out. All the high level weapons still had a range of 1 so while they might do better damage in theory, they're useless when your ships keep getting pushed back everytime they get into range.
I still won the game because of my well equipped ground forces but in order to clear the way for my transports, my navy needs to destroy any defending enemy ships and planetary defensives, the former which was painfully slow. Another problem I had was planetary bombardments. My fleet didn't have very many bombers but when I ordered a planetary bombardment, I only wanted to tactically lower the amount of defenders, not smite the entire colony with hellfire and brimstone. I was using the weakest warheads and small numbers (less than 20) too and it still felt like I was killing an ant with a 50 cal machine gun. I ended up just not ordering planetary bombardments anymore.
So here's some questions I have. Is there another way to deal with the repulsor beam other than weak range 2 heavy lasers? Are smaller ships useless late game? Are huge ship vs huge ship battles meant to take so long? If not, what tech should I have been aiming for in terms of ship weapons and extras? How can a small fleet (around 20) of bombers armed with nuclear bombs at one time kill 7 mil colonists per bombing run and later in the game, a smaller fleet using the same warhead can wipe out an entire colony of over 100 mil?
I really do like this game and I am looking forward to starting MoO2 in the future. The complexity is great and has been very challenging, but the problems I mentioned above I just can't figure out. I've looked for guides but they don't mention anything concrete about ship design because there's too many variables to consider when designing a ship. Any MoO veterans here willing to share their wisdom to push a new player forward?
This is about MoO1 only. I started with MoO1 because I wasn't sure if playing MoO2 first would ruin my experience with the first. It was diffcult playing Heroes of Might and Magic 1 after playing the 2nd first so I was worried the same would happen here.
I've feel I've gotten the hang of most of the game but ship designing is something I still haven't gotten the hang of. I know it all depends on what tech I and my enemies have at the time but when another faction declares war on me, I'm usually totally unprepared.
Here's what happened yesterday. I start a new game on normal difficulty in a medium sized galaxy with 4 opponemts. I put most of my research efforts into propulsion and colonize any plants I can land on. At this time, I focus totally on tech and expanding. After expanding as much as possible without infringing on my neighbours, I then start to build up my navy with whatever tech I have available. Early game, this is usually the smallest ship type with either a laser, ion cannon or neutron pellet. These ships usually have the best computers and engines with an even number (Level 1,3,5 etc engines don't seem to be worth the effort). These ships have no shields or jammers. So far so good, after amassing a few snub fighters, I make a few missle boat and bomber types with the medium hull while cutting down on snub fighters. Eventually, my neighbours want to expand and declare war on me and I'm able to hold them off at first, then the humans declared war on me and things went very bad, very quickly.
All my ships (barring missle launcher types) kept getting pushed back from large ships equiped with the repulsor beam so any ships with a range of one were essentially useless. Any time I got into range, I would always get pushed back. The humans turned my 1000 odd snub fighter fleet into dogmeat!! My missle laucher types ran out of ammo before I could knock off a single one of their ships, eventually, they were dogmeat too. During the time my fleet was getting decimated, I was also building large ships with lots of range 2 weapons and missles but I was still having a hard time because the only range 2 weapon I had was the heavy laser. I was able to hit the enemy ships now but it took forever to drop one. When a space battle started, I could hit auto, take a potty break, come back and the ships would still be duking it out. All the high level weapons still had a range of 1 so while they might do better damage in theory, they're useless when your ships keep getting pushed back everytime they get into range.
I still won the game because of my well equipped ground forces but in order to clear the way for my transports, my navy needs to destroy any defending enemy ships and planetary defensives, the former which was painfully slow. Another problem I had was planetary bombardments. My fleet didn't have very many bombers but when I ordered a planetary bombardment, I only wanted to tactically lower the amount of defenders, not smite the entire colony with hellfire and brimstone. I was using the weakest warheads and small numbers (less than 20) too and it still felt like I was killing an ant with a 50 cal machine gun. I ended up just not ordering planetary bombardments anymore.
So here's some questions I have. Is there another way to deal with the repulsor beam other than weak range 2 heavy lasers? Are smaller ships useless late game? Are huge ship vs huge ship battles meant to take so long? If not, what tech should I have been aiming for in terms of ship weapons and extras? How can a small fleet (around 20) of bombers armed with nuclear bombs at one time kill 7 mil colonists per bombing run and later in the game, a smaller fleet using the same warhead can wipe out an entire colony of over 100 mil?
I really do like this game and I am looking forward to starting MoO2 in the future. The complexity is great and has been very challenging, but the problems I mentioned above I just can't figure out. I've looked for guides but they don't mention anything concrete about ship design because there's too many variables to consider when designing a ship. Any MoO veterans here willing to share their wisdom to push a new player forward?
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