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-   -   Anti-Matter Torpedo (http://forum.shrapnelgames.com/showthread.php?t=9193)

Taera April 20th, 2003 06:10 PM

Re: Anti-Matter Torpedo
 
TerranC, a massive shot or two can prolly gut not a LC but a battle-ship once the shields are down. And one or two massive SD's would do the job. Also GH's cooldown is only two, as much as torpedoes' is.

Fyron: lets not get into this again. its rock-paper-scissors and all works.

Suicide Junkie April 20th, 2003 06:44 PM

Re: Anti-Matter Torpedo
 
Quote:

The cooldown rate matters not when the graviton hellbore can kill a light cruiser in one shot. (Massive mounts)
<font size="2" face="Verdana, Helvetica, sans-serif">Unless you're facing only a single LC with your Baseship(!), the reload rate is of critical importance.

oleg April 20th, 2003 07:35 PM

Re: Anti-Matter Torpedo
 
Quote:

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">The cooldown rate matters not when the graviton hellbore can kill a light cruiser in one shot. (Massive mounts)
<font size="2" face="Verdana, Helvetica, sans-serif">Unless you're facing only a single LC with your Baseship(!), the reload rate is of critical importance.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Surely you can find spare 10 for Multiplex Tracking in Baseship ! http://forum.shrapnelgames.com/images/icons/tongue.gif

Phoenix-D April 20th, 2003 07:57 PM

Re: Anti-Matter Torpedo
 
"Even in the warp point range has meaning, though less than normally. I would suggest strong weapons with low range for use in warp point, like ripper beam."

Careful with this. If a large enough defending fleet and attacking fleet fight, you may find that some of the attackers are out of range when they warp in.

Ripper beams are powerful, but only if you can close the range.

Phoenix-D

Suicide Junkie April 20th, 2003 11:39 PM

Re: Anti-Matter Torpedo
 
Quote:

Surely you can find spare 10 for Multiplex Tracking in Baseship !
<font size="2" face="Verdana, Helvetica, sans-serif">My point is that if you don't have the ability to completely wipe out the enemy force in the first round, you're going to suffer badly from the reduced damage output.

Fyron April 21st, 2003 05:30 AM

Re: Anti-Matter Torpedo
 
Quote:

Originally posted by TerranC:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
so using Graviton Hellbores instead is overkill, and prevents them from firing much in the next two rounds.

<font size="2" face="Verdana, Helvetica, sans-serif">The cooldown rate matters not when the graviton hellbore can kill a light cruiser in one shot. (Massive mounts)</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ok. You destroy 1 ship per turn, as the other GHBs can't fire at other ships. So, you still gain nothing when using GHBs over APBs.

Oleg:
Quote:

Surely you can find spare 10 for Multiplex Tracking in Baseship !
<font size="2" face="Verdana, Helvetica, sans-serif">Has Multiplex been fixed in a recent patch? Last I checked, it did not work in strategic combat. Ships only fire at one target per round (discounting PDC fire).

[ April 21, 2003, 04:31: Message edited by: Imperator Fyron ]

Taera April 21st, 2003 07:02 AM

Re: Anti-Matter Torpedo
 
fyron, if a ship has a lot of cannons it will skip about 6 and then fire at next target. tested.

Taera April 21st, 2003 07:06 AM

Re: Anti-Matter Torpedo
 
CHECK MY OTHER THREAD

Fyron April 21st, 2003 07:11 AM

Re: Anti-Matter Torpedo
 
Quote:

Originally posted by Taera:
fyron, if a ship has a lot of cannons it will skip about 6 and then fire at next target. tested.
<font size="2" face="Verdana, Helvetica, sans-serif">Ok, that is just as bad as not firing at multiple targets at all.

Taera April 21st, 2003 08:19 AM

Re: Anti-Matter Torpedo
 
i know


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