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Early weaonry?
Just wonder what everyone thought was the best weapon to go for early in the game. You seem to have a pleathora (sp?) of choices..
DUC's - Fast and cheap Missiles - more expensive Energy Stream Energy Pulse - These seem to similar... I think one is better than the other so why the heck would you get the other? Torpedos? Thanks, Ken |
Re: Early weaonry?
Energy Stream (anti proton beams or APBs) and Energy Pulse (meson bLasters or MBs) are NOT the same. Meson BLasters are smaller, don't drop in damage at range, have shorter range. They also have fewer tech levels, so even though they start off more expensive to research in the long run they are cheaper.
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Re: Early weaonry?
Eventually APBs will outstrip Meson BLastrs.
However, for a low-aggression race (say a Religious race which plans on relying on the Talisman to produce hits), the Meson BLaster makes much, much more sense. Why? Volume of fire. MEsons and APBs, at maximum range, get about the same damage per kT at early tech levels (possibly favoring the APB by a narrow margin). However, in 60kT of space, you canmount EITEHR two APB's ... or three Meson BLasters. This is a key issue; if you have a low chance to hit, every extra time you can at least TRY, increases your overall odds of scoring SOME damage. SOME damage in small packets is better than NO damage in large packets, right? And that 60kT comparison isn't made idly, either. That's about the weaponry space for a Frigate or perhaps armored Destroyer -- or a small sattelite. Those are the sorts of ships EARLY game fighting will center around, n'est-ce pas? |
Re: Early weaonry?
I agree, APB's will eventually outstrip MB's (maybe a moot point as most people research physics to get phased energy weaponry pretty quickly).
My tactic is to research combat support and sensors pretty early on. This way, I can use DUC V's or MB's to dangerous effect due to the bonus to hit. DUC's are cheap to research so a couple of these on a frigate (supported by a couple of PDC's if you are fighting a missile heavy race or armour is fighting another close assault-type race) is going to be a hard combination to beat The big driver for early weapon choice is configuring your ships to take on whatever is facing you. I generally start with missiles and against a human player or some of the TDM races (the Pyrochette or the Colonials come to mind), this will not work for long as they come at you with missiles and DUC's/APB's respectively and stacks of PDC's. You cant really hurt each other that much. So, for example, against the pyrochette I will retrofit my ships to DUC armed close assault ships with stacks of PDC's. Against the Colonials, I will reconfigure with combat sensors, APB's and heavy armour. Against a human, it really depends [ August 20, 2002, 09:06: Message edited by: Growltigga ] |
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GT, that's why you get 35% racial combat bonuses. http://forum.shrapnelgames.com/images/icons/icon7.gif Most good players don't get PPBs immediately. They do what you just described (minus the MBs).
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Re: Early weaonry?
I dont play with any racial combat bonuses. I prefer being the 'common denominator' against which everybody else is benchmarked
And Fyron, I am not a good player so tend to charge ahead for PPB's PS Fyron, go to bed [ August 20, 2002, 09:12: Message edited by: Growltigga ] |
Re: Early weaonry?
Javaslinger,
As for torpedos, I belive they have a bonus to hit but are not as strong. |
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Gryphin - good to see you boyo, I have now discovered the love of torpedoes, there is nothing quite as satisfying as blowing the buggeration out of your opponents with quantum torpedoes..
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Torpedoes have a tohit bonus???? I didn't know that; I thought it was only that way in some mods!!! http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: Early weaonry?
Torps don't have a bonus in vanilla SEIV, at least v1.67.
Depending on game setup MBs and PPBs can be a tossup for what to research. With high (or even medium) tech cost, shields are so expensive to research that phased shields will likely be very long in coming. Of course, most players will counter PPBs with stacks of Armor III, which has better protection/kt than anything below Shields lvl 8 (against phased weapons). (This tactic is dangerous when Crystalline races are in the area.) 60kt of MBs do slightly more damage at max range compared to PPBs (105/100), while using 40% less in supplies. This can extend the range of a fleet greatly. Of course, PPBs have higher damage at close range (105/120), but then the opponent could pack on Ripper Beams, which do 150 damage out to range 3. Races with Ripper Beams are also likely to have an advantage in speed, because of the Propulsion tech req for High-Energy Discharge Weapons. [dissertation] For that matter, races electing to research PPBs will likely have a research deficit in other areas. Those points could be put into Astrophysics and Stellar Harnessing for Solar Sails, or Propulsion, to get an edge in speed; they could be sunk into shields, to get Phased Shields; Armor gets a +30% to defense pretty cheaply; Combat Support gets you ECM; Combat Sensors makes you hit more often than the PPBs; etc., ad nauseum. PPBs are powerful, but not exactly uber-weapons. They have counters, which have come out more quickly since the advent of the PPB as the PBW weapon-du-jour. Playstyles evolve, and next we'll see the Graviton Hellbore as the ultimate weapon. (Okay, maybe not. http://forum.shrapnelgames.com/images/icons/icon12.gif ) Top-end APBs definitely are the weapon to go for; but by the time you can afford to get APB XIII (where range outstrips MB VI) or IX (where damage finally catches up to MB VI), you're probably in the late mid-game, or the end-game (or you're so far behind in other areas that you're near your own end-game http://forum.shrapnelgames.com/images/icons/icon7.gif ). APBs also are 50% larger than MBs, so you need to get APB XI or XII to get close to the same dmg/kt at the same range. [/dissertation] I hope I didn't kick off another uber-weapon debate. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Early weaonry?
Question: what use is a graviton hellbore?
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Re: Early weaonry?
GT: to bore the h**l outta gravity, what else?
Java: try different things, find some method/tactic/setup(s) that seem to fit your style. I still haven't found that special setup...yet http://forum.shrapnelgames.com/images/icons/icon12.gif [ August 20, 2002, 15:01: Message edited by: pathfinder ] |
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Re: Early weaonry?
Due to less punch per shot, MB are less effective than APB or PPB against ships with lots of crystalline armor and/or emissive armor.
Large mounts attenuates it, but one can always use custom mounts. |
Re: Early weaonry?
I like DUC V early in the game. However, I will use CSMs or organic Parasites if my opponent does not have adequate point defenses on his ships. DUCs V will server you quite well until you get PPBs or Null Space weapons. Null Space are costly in Min & Rad, so they will build slower, but a must if you face Organic and Crystalline armor. Might be more important if players use the improved Emissive armor more. If you opponent uses Shields, PPBs are the good replacement for DUCs. A couple of the Organic weapons have a nice Damage/KT ratio as well. I have never cared much for the Graviton Hellbore weapon because at long range they do so poorly, but max level at 225K research, might make this a good weapon against emissive armor, if you can close to Point Blank: 145 Damage - 30 Emissive is nice compared to PPB (60 - 30). Quantum Torps look nice against emissive. Late in the game, you will want WMGs against emissive armor. I really like the improvement of Emissive armor as Dam/KT is not as import as Dam/Hit is now a consideration to be balanced against it.
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Re: Early weaonry?
Graviton Hellbores have no use. They do about half the damage of APBs, and have the same range.
Emmisive Armor is easily countered by mounts. A large mount PPB V does 120-100 dmg. That can breach Emmissive Armor in a single shot. As such, Torpedoes, like Graviton Hellbores, are pretty useless. The key to APBs is that you don't research them in the early-mid game. Use DUCs, then PPBs, then APBs + Shield Depleters (not Disruptors). http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Early weaonry?
"For that matter, races electing to research PPBs will likely have a research deficit in other areas. Those points could be put into Astrophysics and Stellar Harnessing for Solar Sails, or Propulsion, to get an edge in speed; they could be sunk into shields, to get Phased Shields; Armor gets a +30% to defense pretty cheaply; Combat Support gets you ECM; Combat Sensors makes you hit more often than the PPBs; etc., ad nauseum."
PPBs cost the same amount to research, total, as Meson BLasters. Phoenix-D |
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Maybe if graviton hellbores skipped shields and armor, but we have null space for that. Maybe quad damage to armor? What I'm trying to do is apply some technobabble to this weapon -- it's focused gravitions, it should do damage to anything that has mass, maybe armor has more density and is affected more? Meh, I'm just being stupid here. Maybe if graviton hellbore was earlier on the research tree, or a racial tech, or I dunno if you found it as a ruin tech when everyone else had APB4, you'd be pretty bad ***, but ... Quote:
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Re: Early weaonry?
I have found that missiles often have a devastating effect on the AI very early in the game. A common AI ship design is the DUC I escort/frigate...which is completely ineffective when faced with missile fire in tactical combat...and can be very deadly in strategic as well if you have been careful of your combat strategy. Even against other missile races they hold their own - especially if you research Point defense early, which many AI races do not.
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Re: Early weaonry?
My experience has been the same.
Put missiles on Maximum Weapons Range (Primary) and Don't Get Hurt (Secondary) and watch the carnage begin in strategic combat. The only drawback is going through a warp point and finding the enemy next to you or facing a vastly superior fleet (then they run out of space before they can shoot off enough missiles to destroy them). [ August 20, 2002, 20:49: Message edited by: tbontob ] |
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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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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 |
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[ August 21, 2002, 11:33: Message edited by: oleg ] |
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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 |
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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 |
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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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