Search found 45 matches

by McLauren
Wed Mar 16, 2005 9:26 pm
Forum: Critical Mass
Topic: I tried out stealth
Replies: 6
Views: 4339

My starting stealth design uses 114 credits and has 14 stealths if I remember correctly. I have actuallt ran into ships without them ever knowing I was there! My biggest enemies are the Watcher, Anaconda, and pretty much any ghost class ship. Im glad someone agrees with the stealth advantage.
by McLauren
Tue Mar 08, 2005 9:46 pm
Forum: Critical Mass
Topic: I tried out stealth
Replies: 6
Views: 4339

I use all stealthy ships on all missions and I get Gold Crosses whenever there are enough ships to kill. I get further using than I do with any other configuration. I used to like well sheilded ships but they simply get hit too much. I survived to mission 120 using my various stealth designs. I only...
by McLauren
Sun Feb 06, 2005 5:10 am
Forum: Critical Mass
Topic: Are these bugs?
Replies: 4
Views: 3739

Are these bugs?

There are a couple of things that ive noticed but just havent got around to saying, but here goes: 1) Fleet commanders often get misplaced at the beginning of the mission. As a result, AI ships bang into each other (and me) and we are thoroughly unprepared when the enemy shows up. On the other hand,...
by McLauren
Sun Feb 06, 2005 4:09 am
Forum: Critical Mass
Topic: Preferred fleet size
Replies: 8
Views: 6214

I like about 5 ships. I use stealthy ships that are small and very, very hard for the enemy to pick up. But they carry 4 radars in front so we tend to make a mess of unsuspecting ships. I prefer my standard stealth fighters to fly on my wing. They are 116 creds. then there is the heavy version that ...
by McLauren
Sun Feb 06, 2005 4:04 am
Forum: Critical Mass
Topic: Radar and Stealth modules - a useful table
Replies: 12
Views: 6799

Yea but that doesnt happen for the AI. The AI can see and follow you where as your radar guesses where the AI may have went based on thier last known course and speed. Often times I get in a situation during an attack mission where during the fray, a civilian or two have slipped away. They show up a...
by McLauren
Sun Feb 06, 2005 3:57 am
Forum: Critical Mass
Topic: Plectron Vs Yatari
Replies: 13
Views: 9667

I like the plectron the best. Its saved my rump (and killed me) more than the yatari ever will. Plectrons work like unguided rockets for me. I think they are necessary for any ship, even a fighter. It gives a fighter the ability to tango with the largest ships, and the multirole capability for attac...
by McLauren
Mon Jan 31, 2005 4:06 am
Forum: Critical Mass
Topic: Thrust vs Turning
Replies: 3
Views: 3317

I use stealthy ships so my opinion varies form what you need in a normal fighter. A normal fighter really needs turning to avoid the daycorns, and get in optimum position to fire thier own. However, normally when I fire on ship they dont even know im there, giving me plenty of time to set up my shot...
by McLauren
Mon Jan 31, 2005 3:50 am
Forum: Critical Mass
Topic: The repair bot
Replies: 40
Views: 20330

Yea it was funny my engines were crapped and I had no guns, and people were taking pot shots at me left and right, and what does the RB fix? The radars! LOL!
by McLauren
Mon Jan 31, 2005 3:47 am
Forum: Critical Mass
Topic: Hold fire feature
Replies: 7
Views: 4459

Earlier today I was destroyed by one of my wingmen, flying a cruiser. I was chasing a wisp I think it was, and I crippled it and it was trying to HS, but he slammed the brakes for some reason and I hit him in the arse. Then I decided to blow him away with one plectron. Next turn, he blew up, but I f...
by McLauren
Sat Jan 29, 2005 5:45 pm
Forum: Critical Mass
Topic: Hold fire feature
Replies: 7
Views: 4459

Hold fire feature

Dont you hate when you manage to get into a situation where you are going to pass between one of your ships and an enemy ship that running from it? You are not in your wingman's firing arc yet, but you know you will be hit by the missiles the next turn. Too bad you cant tell them to hold thier fire ...
by McLauren
Sun Jan 23, 2005 9:37 pm
Forum: Critical Mass
Topic: size of ships
Replies: 16
Views: 9634

Well, as for the reason a tractor beam can catch a missile and not a photon torpedo is because the missiles in CM move much slower than a photon torpedo.

As for that missile, I dont see how kirk could avoid it. You got me on that one.
by McLauren
Sat Jan 22, 2005 10:56 pm
Forum: Critical Mass
Topic: size of ships
Replies: 16
Views: 9634

I dont agree because phasers can destroy incoming missiles and with the stupidity of most missiles in CM, If I had a tractor beam I would simply redirect the course of that missile right toward the ship it came from and it would go hurtling right back at them. Also, I think photon torpedos have much...
by McLauren
Fri Jan 21, 2005 3:10 am
Forum: Critical Mass
Topic: size of ships
Replies: 16
Views: 9634

Im not so sure that they are all capital ships. I think it ranges from small fighters to light capital ships. Some ships are far too weak to be capitol ships in my opinion. But the higher end ships are too well sheilded and carry too much firepower to be fighters, but they still are not true, full b...
by McLauren
Mon Jan 17, 2005 7:32 am
Forum: Critical Mass
Topic: A few ideas should there be another version of CM
Replies: 4
Views: 3459

These are just some suggestions and I think the general scope of CM is about due for a change, or at least another game that picks up where CM leaves off. I dont play CM nearly as much as I used to because I dont see any point. I am just playing to die it seems, and so often it is a meaningless deat...
by McLauren
Mon Jan 17, 2005 7:26 am
Forum: Critical Mass
Topic: Suggested Improvements (long)
Replies: 2
Views: 3038

I agree with pretty much al of what you said, especially in the user interface area. It seems that for a space game, the interface is comparably primitive, not showing missile range and radar range and all. Would be great to see more ship components as well, like advanced sensors that can pick up en...