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-   -   The best weapons for a close combat ship? (http://forum.shrapnelgames.com/showthread.php?t=3868)

rdouglass August 16th, 2001 08:56 PM

Re: The best weapons for a close combat ship?
 
I don't know if it's been mentioned, but Graviton Hellbore (I think that's what they're called) with heavy or massive mounts mak an extremely good generalized close-range weapon IMO. I use PPB's alot during early games, then switch to WMG's (the best long range weapon IMO) and Graviton Hellbores. I know the reload rate is slower, but it sure packs a wallop at the closer ranges....

tesco samoa August 17th, 2001 06:16 AM

Re: The best weapons for a close combat ship?
 
My close combat ships just got hammered.

Damn Marines.

Lost 30 ships.

I am now a firm believer that all close combat ships should have some security stations and a self destruct unit.

On the grav. Hellbourne... Man they are sooooooooooooo slow. And their damage drops so much at the greater ranges. Closing would be a very important on those ships.


Unless it is the Close Combat Warp Point Ship!

Ah different stagety/ship for different area of space.

capnq August 17th, 2001 06:24 PM

Re: The best weapons for a close combat ship?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Even more than that, if the ship is designed from the beginning as a computer-controlled ship, who says it even has corridors or any other spaces for humans to enter?<HR></BLOCKQUOTE>Even a fully-automated ship is going to have maintenance accessways. If the ship is built and maintained entirely by robots, the robots will still tend to be as large or larger than the designing species for efficiency reasons.

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Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Instar August 18th, 2001 04:48 AM

Re: The best weapons for a close combat ship?
 
Ripper beams, really short range, small but powerful weapons
I used them a lot in SE3
not so much now

tesco samoa August 22nd, 2001 08:25 PM

Re: The best weapons for a close combat ship?
 
who says they need to be repaired via corridors.

maybe they just rip the componet out and add a new one.

Never made sence to me. Its like taking 20 marines and dropping them in a Automated Cruiser with a different atmosphere (even gravity ) and in 10 minutes the cruiser is up and running and causing damage. I could see disabling the ship or destroying the ship but just taking over the ship like that and then being able to repair it next turn. It is a weakness in the game.

Phoenix-D August 22nd, 2001 08:40 PM

Re: The best weapons for a close combat ship?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by tesco samoa:
[b]who says they need to be repaired via corridors.

maybe they just rip the componet out and add a new one.[b]<HR></BLOCKQUOTE>

.which is what the corridors are for, to allow the robots/remotes access to the areas that need repairing.

Phoenix-D


Suicide Junkie August 22nd, 2001 09:52 PM

Re: The best weapons for a close combat ship?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Never made sence to me. Its like taking 20 marines and dropping them in a Automated Cruiser with
a different atmosphere (even gravity ) and in 10 minutes the cruiser is up and running and causing
damage. I could see disabling the ship or destroying the ship but just taking over the ship like that
and then being able to repair it next turn. It is a weakness in the game.<HR></BLOCKQUOTE>Hey, Each of those marines has 1000 tons of support equipment backing him up. (20KT component, 20 marines)

How about personal, powered exoskeleton spacesuits?
They should handle hostile environments.

Be sure everybody is fluent in the alien language, and let 100 tons worth of engineers on board once the ship is secure.

You've still got lots of tonnage for items such as:
Industrial Strength Batteries: Enough power to get the ship moving until the ship's own reactor restarts.
Computer/CommandCode Cracker: Either a "black box" style system for the marines, or a loaded computer terminal for one of the engineers.
Hull Patch Kit & Gas Tanks: Useful for restoring atmosphere on ships you've broken into, those without crews, or vaccuum breather crews.

tesco samoa August 27th, 2001 03:46 PM

Re: The best weapons for a close combat ship?
 
I am now a firm believer in Security stations for close combat ships. Guess no more races with 50% on the ground combat ( I am assuming that ground combat covers marines in space )

Does any one know if ground combat % also affects space marines??

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