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Daniel Senz
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aachen, germany, europa
May 2001 time: 05:14
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reading vels strategy guide (and using common sense) it appears nice to equip probe teams with ECM (or at least thoses who are protecting my armies and my cities) in order to protect better against those rover-chassised enemy probes
when reflecting the reason i almost never practised that i came to the conclution that it wont work. well, than someone or somewhat might be going wrong, so tested by a set-up scenario the different combination. nevertheless, *all* fights were carried out 1:1 doesnt matter (neighter special improvements as sensors and tachyon fields i knew before nor) if the aggesor is on rover-base and the defender got ECM.
so my question is: is there a setting to make this right - or is the idea false (and with that maybe a vault in vels guide 3.0) ?
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MariOne
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Erewhon in Neverland
May 1999 time: 06:14
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A secret vault in Vel's guide? 
You completely missed out one point: probe-combat is NOT normal combat. It is carried out basing on unit's morale ONLY.
NO modifiers are ever applied to probe combat, apart those for the morale (unless they added some probe-specific one in SMAX, which I can't recall offhand).
This happens when a probe of any kind attacks another probe of any kind.
This is the same concept of PSI-Combat, although there some modifiers can be applied in some cases.
When the probe is attacked by a conventional unit instead, there is another problem:
the unarmored probes have a defense strength of ZERO.
Even if you multiply it by 1.5 for ECM you have 0 * 1.5 = 0 (sometimes the game shows 0.01...)
If you really want to apply that tactic, you must add an armor to the probe. That way, it WILL have a defensive strength, and it won't suffer the non-combat penalty when defending.
I repeat, this will NOT apply against rover-chassis probes (the *default "probe team" design), it will only help your probe against conventional rovers.
Beware tho then, that probe equipment has a slot design value of 4, thus you should calculate the unit cost as if yiou were building an impact unit.
In an "impact"+armored unit, the ECM ability will cost 2 with armor2, 1 with armor3&4. Is it the unit cost worth the benefit?
I won't even talk about putting the combinations above on a speeder probe...
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I forgot to address this:
AFAIK there is NO setting to make this right, probe-combat mode is embedded in the code for probe-equipped units.
It IS right the way it is, and Vel's Giude too. It's you that should grab the underlying concepts better, and I hope I could help you.
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Net Maverick
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MariOne:
I've always been under the impression that a probe team with ECM would defend with morale AND +50% modifier...Vel's guide supports this view. This is the exact quote: "Is your opponent approaching with 0-0-2 (speeder-based) probes? If so, why not upgrade all your defensive probes in the area to ECM variants, giving you a 50% bonus in the upcoming fight?". Also...would a defending probe in a base with a perimeter defense get the usual +125% combat bonus?
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Daniel Senz
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aachen, germany, europa
May 2001 time: 05:14
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well, i guess to continue to defend myself with normal infantry-chassied probes
i was not thinking of the costs but on the use, with good ecomony i otherwise build the cheap ones and upgraded em...
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Net Maverick
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MariOne:
Thanks for the help. I was inquiring whether the inherent 25% defense bonus when in a base and a perimeter defense, which would provide +100% to defending conventional units, would have the same effect on probe teams.
editted to add: Would a probe team suffer the -50% attack penalty for attacking another probe team the same turn it makes an airdrop?
Last edited by Net Maverick on 28-05-2001 at 02:19
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Daniel Senz
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aachen, germany, europa
May 2001 time: 05:14
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an air-dropped probe team loose all movement points when landing
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Daniel Senz
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aachen, germany, europa
May 2001 time: 05:14
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when defending a base with a mixture of probes and garrisons just put the probes as "primary defenders" unless your opponent use nerve gas
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:14
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Primary defender for armoured probes is a great idea. Unfortunately it doesn't work.
I think the point MoSe was making, is that before you ask a question, or give advise, check it out first in the scenario editor, or in a game. (MoSe, correct me if I'm wrong).
Asking questions that you could have answered yourself with little effort (Simple tests, or read the manual), saves time for others, although we really don't mind.
Giving faulty advice is more dangerous. Something could slip by unnoticed by someone who knows. I also was guilty in the past of offering untested ideas as fact. Better to test before you post, or at least add a "I'm not sure, but..."
OTOH, post away. The more interaction on these boards the better. If we didn't have inquiring minds, we may never have found out about true ecodamage formulas, combat rules, upgrade costs, hurry costs, etc., etc. My hat is off to all of you who put so much effort into testing these scenarios.

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SpacemanSpiff
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quote: Originally posted by MariOne
In probe-combat, FORGET any modifier, except the morale one, which is the essence of such combat.
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I know that the reactor type has an effect on probe-combat, by giving you more hit points.
Other factors that I thought effected it (but haven't tested and I don't do a whole lot of probe combat) are: probe rating in SE & possibably Miriam's attack bonus (though it may just be Miriam's + probe faction bonus)
Spaceman Spiff
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Daniel Senz
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aachen, germany, europa
May 2001 time: 05:14
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well, no +25% bonus as well...
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MariOne
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Erewhon in Neverland
May 1999 time: 06:14
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Thanks b_c!
The fact is, that I so many times suggested to do some tests before posting concepts that can be so easily tested by yourself, that I realize I got a bit sarcastic in answering to NetMav.
Thanks to NetMav for not taking exception at my overtones.
I agree with the rest of your posts, you all did a good investigative job. BTW, it's true that HitPoints make a big difference, it's just that they strictly speaking do not appear as "modifiers".
Funny thing, is that one of my first intervention in this technical forum (looong time ago...) was to state that it was indeed possible to designate armored probes as defenders.
I distinctly remember having done that in a scenario, on my work PC (former company...) at a time when the latest patches were not yet out.
When someone politely objected to it, I rushed to test it again with confidence, and with dismay I found out that I wasn't able to reproduce it anymore! And of course I didn't keep copy of that test... I had to add my stupefied apologies in that thread!
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I was almost forgetting:
NetMav, probe-combat apart where they do not apply, the 25% base bonus and the 100% perimeter modifier are NOT cumulative anyway! When you have a perimeter, the 25% base bonus is no more counted! You only get 100% (against land attacks), NOT 125%
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Net Maverick
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Ahhh...thought it was cumulative. Thanks for clearing me up on that. My apologies for not testing my assumptions in a scenario.
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