Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
This strategy never fails. Really. It is so much like cheating that it has made the game boring.
Attack a ship with warship AI that is slower than you. It will chase you and try to attack you. Run away from it, so that it is chasing you and you are JUST outside their range of turret/gun fire, and you are moving at the their speed. Fire your guns (turrets have shorter range, and thus don't work as well, try to get the longest range gun weapons you can). Your shots will hit their ship but theirs will not hit yours. Actually, if you do it right the enemy ship won't even fire its weapons. Why? Most primary weapons move at a certain speed, RELATIVE TO STATIONARY, NOT YOUR SHIP SPEED! Therefore, if you are in a ship moving at a speed of 300, and you fire a weapon with a speed of 700 in the opposite direction you are moving, the projectile moves away from you at a speed of 1000. The relative speed increases, but length of time the projectile exists before disappearing remains the same, therefore the total distance between your ship and the projectile when it expires is greater than if you are not moving at all. Anotherwords, the range of your ship's weapons are greater than the range of the enemy ship's weapons, allowing to blast them to pieces at a safe distance.
Imagine being in space traveling at 10 meters/second and throwing a rock at 10 meters/second in the opposite direction of your motion. Neglecting Newton's third law (that throwing the rock would increase your speed), the rock should be stationary after you throw it and the difference between the rock's speed and your speed would be 10 meters/second. In the Escape Velocity universe, if you threw that rock at 10 meters/second in the direction opposite your motion, the rock would travel 10 meters/second in the direction you threw it, which would mean a difference of 20 meters/second.
The net result is that a smaller, faster ship (a krait for example) can take out a much larger ship while taking zero damage. In the original EV I destroyed a number of confederate cruisers with a shuttlecraft using this method, and I am surprised that no one seems to have discovered it yet. The bug would be very easy to fix, just add the ship's velocity (taking direction into account) at the time the weapon is fired to the weapon's velocity (also taking direction into account) and the weapon would move relative to the ship, as it should.
One final note: although the ships usually will not fire secondary weapons if you do it right, and even if they do you could probably dodge them, secondary weapons like rockets or missiles can hit your ship due to their range. If you are fighting a ship with lots of secondary weapons, try flying around them and letting them waste their ammo before using this strategy, that way they will only have primary weapons (which can't hit you). In the original EV, I'd let corvettes fire off all their rockets before I started shooting in my Lightning, equipped with only 5 laser cannons and no secondary weapons.
------------------ -- A dozen, a gross, and a score, Plus three times the square root of four, Divided by seven, Plus five times eleven, Equals nine squared plus zero, no more.
yawn
Yes, we have known that move since EV 1.0.0, called the Monty Python.
EVO 1.0.2 has changed that by giving AI afterburners.
------------------ tear it down / AIM: G2uidehatr
Actually, the afterburners only work for ships that are already almost as fast as you. (For example), When using the MP versus a Helian in an Arada, the Helian will frequently put on a burst of speed, making it quite difficult. However, when an Arada is fighting a Turncoat, or virtually any capital/semi capital ship, it just doesn't matter. Even with afterburners, it can't catch up.
What the AI really should do is have some sort of thing where if it takes X damage without dishing out Y damage, then it chickens out. After all, if you went down to 25% sheilds without even scoring a hit on your opponent, would you stick around? Hell no! (at least I wouldn't). I realize this would lead to some annoying situations potentially, but at least it would force you to fight more fair, and eliminate what essentially is a cheat from the game.
------------------ Everything is catching, yes, everything is catching on fire.
Quote
Originally posted by Nobody Special: Why? Most primary weapons move at a certain speed, RELATIVE TO STATIONARY, NOT YOUR SHIP SPEED! Therefore, if you are in a ship moving at a speed of 300, and you fire a weapon with a speed of 700 in the opposite direction you are moving, the projectile moves away from you at a speed of 1000.
No, it's just the AI ship won't fire its primaries till you're well within range. In the game, as long as you aren't accelerating, shots of the same type always move away from you at the same speed.
------------------ -Shade
<---- The information went data way ---->
"It's your asphalt."
(url="http://"http://www.theonion.com")The Onion, America's finest news source(/url)
I never played EVO much before 1.0.2 came out, then I registered it. Anyway, I have noticed that the heavier voinan ships (i.e. frigates on up) never just cruise right at you. They do this weird go-stop-go maneuver if you try to do an MP on them. Why is that? Have they always done that, or is this another facet of the anti-MP stuff that Mr. Burch has implemented in 1.0.2?
------------------ "The impossible is easy; it's the unfeasible that poses a problem."
Originally posted by Chrestomanci: **I never played EVO much before 1.0.2 came out, then I registered it. Anyway, I have noticed that the heavier voinan ships (i.e. frigates on up) never just cruise right at you. They do this weird go-stop-go maneuver if you try to do an MP on them. Why is that? Have they always done that, or is this another facet of the anti-MP stuff that Mr. Burch has implemented in 1.0.2?
**
I think that's because they are trying to use afterburners on you.
------------------ Feel the Jive ------------------ I'm not as think as you stupid I am. ------------------
Originally posted by ShadeOfBlue: **No, it's just the AI ship won't fire its primaries till you're well within range. In the game, as long as you aren't accelerating, shots of the same type always move away from you at the same speed. **
At least in the older versions, swivel and turret weapon shots always move at the same speed, absolute. That means you have more "range" if you are moving away, and less if you are charging. Cannons are influenced by your movement, though.
------------------
Originally posted by Weepul 884: **At least in the older versions, swivel and turret weapon shots always move at the same speed, absolute. That means you have more "range" if you are moving away, and less if you are charging. Cannons are influenced by your movement, though. **
Yeah, I noticed that too. I think making all weapons player-relative would effectively eliminate Monty Pythoning. Are you listening, Matt Burch?
-- Cinga