Pardus/Fighting: Difference between revisions

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{{All Game Nav|game=Pardus}}
{{Header Nav|game=Pardus}}


Fighting is a major part of the game. It will affect almost everything, from stocking buildings to running FWE to traveling. At this first section, we'll dissect the parts of a ship that affects its ability to fight.
Fighting is a major part of the game. It will affect almost everything, from stocking buildings to running FWE to traveling. At this first section, we'll dissect the parts of a ship that affects its ability to fight.
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It makes sharing ship designs easy and efficient. Now, we'll take a look at your options for your different ship parts and show the advantages and disadvantages.
It makes sharing ship designs easy and efficient. Now, we'll take a look at your options for your different ship parts and show the advantages and disadvantages.
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The ART (average reload time) shows how long it will take fore your ship to fire it. If you had a missile with an ART of '''4''', which is typical, your missile  should fire in about '''4''' rounds, but you'd need '''5''' to guarantee that it will fire. Note that only one missile will be reloading at a time, so if you had three missiles, you'd need 15 rounds to make sure they all fire, not 5.
The ART (average reload time) shows how long it will take fore your ship to fire it. If you had a missile with an ART of '''4''', which is typical, your missile  should fire in about '''4''' rounds, but you'd need '''5''' to guarantee that it will fire. Note that only one missile will be reloading at a time, so if you had three missiles, you'd need 15 rounds to make sure they all fire, not 5.
====INT====
====INT====
The INT (intelligence) of a missile is a factor to make sure that it hits. This part is a specialty of the empire. A missile with two INT has a much lower chance of hitting than a missile with 6.  
The INT (intelligence) of a missile is a factor to make sure that it hits. This part is a specialty of the empire. A missile with two INT has a much lower chance of hitting than a missile with 6.
====Damage====
====Damage====
Although this part is fairly straightforward, it still needs to be explained. Damage itself is straightforward, but you have to calculate it in relation to ART and INT. Just because a king kraak can deal 1500 damage if it hits, doesn't make it a good missile for ambushing or fighting. It has an incredibly high ART, meaning that it'd do less damage per round than say a fleet missile or an MKII.  
Although this part is fairly straightforward, it still needs to be explained. Damage itself is straightforward, but you have to calculate it in relation to ART and INT. Just because a king kraak can deal 1500 damage if it hits, doesn't make it a good missile for ambushing or fighting. It has an incredibly high ART, meaning that it'd do less damage per round than say a fleet missile or an MKII.
====More====
====More====
Now that we understand that, we should take a look at missiles. For neutrals and federals, the most best choice would probably be the NN-500 fleet unless you're planning on fighting a very tough opponent, in which you'd use the NN-550 at twice the price.. For the Union, the best choice would likely be the NN-550 fleet considering you have an ECCM. This will allow you to have incredibly accurate missiles that can match up with the empire's in terms of accuracy. However, there is an amount of debate in the empire, having many unique missiles on which to use. The obvious best are the MKII and MKI, but the price of making and buying it are incredibly high, so the best one all around considering price is considered to be the lord missile.
Now that we understand that, we should take a look at missiles. For neutrals and federals, the most best choice would probably be the NN-500 fleet unless you're planning on fighting a very tough opponent, in which you'd use the NN-550 at twice the price.. For the Union, the best choice would likely be the NN-550 fleet considering you have an ECCM. This will allow you to have incredibly accurate missiles that can match up with the empire's in terms of accuracy. However, there is an amount of debate in the empire, having many unique missiles on which to use. The obvious best are the MKII and MKI, but the price of making and buying it are incredibly high, so the best one all around considering price is considered to be the lord missile.
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===Specials===
===Specials===
==Fighting stats==
==Fighting stats==
All of your ship equipment is almost worthless if you don't have any fighting skills.  
All of your ship equipment is almost worthless if you don't have any fighting skills.
===Tactics===
===Tactics===
Tactics (TAC) is a skill that will decrease the chance of being hit by an enemy. It also will increase the chance of hitting an enemy's critical system increasing the amount of damage you deal and damaging the equipment you fired at. This skill will increase every time you're hit by a relatively strong NPC opponent.
Tactics (TAC) is a skill that will decrease the chance of being hit by an enemy. It also will increase the chance of hitting an enemy's critical system increasing the amount of damage you deal and damaging the equipment you fired at. This skill will increase every time you're hit by a relatively strong NPC opponent.