Arthromitor

Arthromitor

Joined Member # 2459693
0 Posts 17 Replies 105 Reputation

A Battletech mod would be cool, is there any way to change the images for the ground combat? and for those that miss Classic Battletech you might want to check out these websites: www.Mekwars.org and www.Clanhomeworlds.net

16 Replies 9,454 Views

Its a nice idea, but honestly, MOOIII had this (can't remember if II did or not), and I never used it. Its a nice idea, but in practice almost everyone will forget its there.

14 Replies 6,175 Views

As a way to make the OFMs usefull (this suggestion is going along with the suggestion that ships always defend in fleets) is make the OFM add a logistics bonous to the defending fleet (so it'll be bigger). Some sort of init system would be nice, one way I could see to do it is have it be based on a combined sensors/speed rating, giving you a reason to research sensors(which I have yet to actually do).

40 Replies 18,404 Views

I tend to go the Missile route and try to stay out of conflict untill I have at least basic torpedo techs, and then I just field massed swarms of single torp, single engine, and some deffenses if theres room fighters(tiny hulls). This has worked well for me, though you might want to keep plenty of money around to pay people to not fight you till you're ready.

32 Replies 22,129 Views

What is the indevidual intellegince of the AI opps set at? as that has a lot to do with how well they preform and can be changed independently of the over all difficulty setting.

21 Replies 12,058 Views

The 1 movement point per ship attacked when the defenders are unfleeted is an adequate representation of having to hunt that ship down in a 1x1x1 parsec area(as that lone vessel will probably be an unwilling combatant). As for the fleet managers, I personally use a more mobile defense theory and therefore do not use the things. But their purpose isn't to slow down the enemy(which is the purpose of having unfleeted defenders) but to destroy

29 Replies 18,519 Views