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Re: Weapon Platforms
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6.8.4.1 In Gold, the defender goes first in combat. But I'm still sure that I saw the opposite i my game... I watched a combat replay in my multiplayer game and the ships moved first http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Weapon Platforms
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Re: Weapon Platforms
I don't know, I thought they didn't because they were units/planets but it could be..... you'd have to ask Fyron or somebody else who's been here since Space Empires -XVI.
And: stick to the ripper beams! They can devastate enemies as they come close enough to the planet for the Napalm bombs..... so no more Ride of the Valkyries for the planets with Ripbeam-equipped WPs. |
Re: Weapon Platforms
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Do they fire automatically when ships enter their range? They reason I ask is that if they have a very short range (less than 6-8 squares) it's possible for the bombers to stay out of range and just make small sorties to drop their napalm bombs. |
Re: Weapon Platforms
Propulsion lvl 7, then High-Energy weapon. The best ratio dmg/weight, but short rang. On a big WP, range of 9 I think (including +6 of mount)
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Re: Weapon Platforms
They do not fire automatically. Unmodded ships cannot get within ragne 6 and out again in one combat turn, so even if they drop one volley of bombs on your planet, you'll be able to fire back.
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Re: Weapon Platforms
Thx.
A range of 9 should be enough to hit incoming bombers... unless they got solar sails, best engines etc. |
Re: Weapon Platforms
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Re: Weapon Platforms
Pretty nice to see everyone is agreeing with my post about usage of ripper beams. Then again i really wouldnt use them on weapon platforms, even is taking the +6 range modifier they can be outranged. WPs = APB, Wormhole Sat = RP, Planet defense Sat: APB or PD.
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Re: Weapon Platforms
They would work against short range bombs but can easily be out ranged by beamweapons.
Maybe it's a good idea to use a combination of short range/long range weapons. Then you can defend against more diverse opponents |
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