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Re: Early weaonry?
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Re: Early weaonry?
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Re: Early weaonry?
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Re: Early weaonry?
I disagree wholeheartly. You praise LM depletor that can drain 300 shield points but dismiss out of hand a weapon that for twice size can kill once and for all 3 generators - up to 1100 shield points ! And when you fight CA ships, how do you design ships for startegic combat ? Every APB is preceded by shield depletor ? That's very ineffective use of weaponry in all the most important earlier rounds of battle when shields are still high and you will waste several APB.
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Re: Early weaonry?
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Too right and this means you need to revert to using DUCs/APBs and armoured ships against them. It means you are going to take casualities going toe to toe with them. It is a pity that more of the TDM AI are more adaptable. The Pyrochette are buggers to a missile using race as they also use missiles and pack in PDCs. DUCS and PDCs work nicely against them and I wish they would react to being whomped this way by going the same route, ie replacing CSM's with APBs/DUCs whatever |
Re: Early weaonry?
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[ August 21, 2002, 11:33: Message edited by: oleg ] |
Re: Early weaonry?
Oh joy, thanks for telling me that Oleg. It does cheer me up massivley to realise that the Pyrochette, who are buggers enough anyhow, are going to get even more nasty later on in the game.
Thankfully, I havn't yet survived very long enough in a TDM game to worry about that |
Re: Early weaonry?
Can somebody explain to me precisely what emissive armour does now (in 1.78). The note in the patch Version history was incredibly vague.
Mark |
Re: Early weaonry?
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Re: Early weaonry?
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The range is an issue, however, if you're closing to point-blank anyway (for whatever reason) ... Quote:
If they need to fire more than once in a combat, you're either outnumbered, or otherwise doomed already. The Disruptors could have a 30-round recycle rate; the idea is, only their first shot matters. After that, there shouldn't be shield generators LEFT on the enemy ship. Note, in games like P&N, wiht the HEavy Shield components (200kT, generates 3000 shields, regenerates 100 per round), one depleter would need 15 turns to drop that shield, and there'd still be 100 shields regenerated each round after that. One disruptor doing 40 damage would need 5 shots, and there'd be -no- regenerating shields. Same time in total, yes (15 rounds), but: 5 disruptors would then do in one round, what would take TEN depletors a single round to do. So which costs more, 10 depletors, or 5 disruptors? Range issues aside, ofc. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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