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Tractor Beam III useless
This might have been noticed ages ago, but it could easily be fixed in a mod and/or patch - the Tractor Beam III is useless, since it pulls ships in by 4 squares, but its range is 4, so it can't GRAB ships from far enough away to move them 4 squares, making it no better than the Tractor Beam II, which is cheaper! http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Tractor Beam III useless
So technically it's not useless, just a little inneficent. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Tractor Beam III useless
I don't know if the game still does this, but I believe any excess "damage" from the tractor beam not used in pulling in the opposing ship is applied to the opposing ship. So, if you use a T-Beam III at point blank range, four damage would be applied to the ship fired upon.
Now that I think about it, could be an... interesting weapon, if it still "works". I really only noticed it when I put a bunch of T-Beam, weapon, Repulsor weapon combos on a starbase, and made all of them Massive mounts (the overkill didn't occur to me, I just wanted range). It might be able to be modded to a weapon a la Graviton Hellbore, only... different http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Tractor Beam III useless
all damage from T and R weapons applies as effect + normal damage. So if you make a tractor do 500 damage it might well kill a ship. Same with Warp guns.
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Re: Tractor Beam III useless
I've always thought Tractor beams shoudl have a longer range -- say, damage^2 ... so a TR3 which does 4, should reach out to range 16. The idea is to get things closer, right? So, why would you use such a weapon, if you're already darned close to begin with ... ?
Repulsor beams, OTOH, should have range inversely related to how hard they can push, IMO. The further out a single Repulsor can kick you, the less it should affect you with each "kick". |
Re: Tractor Beam III useless
That's one of the things I made in the Star Wars mod. Shor range beam weapons combined with long range tractor beams.
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Re: Tractor Beam III useless
Massive mount Repulser beams are real nice an a Baseship with Null Space weapons. Maul the ship and then fling the shell 20 squares away for later cleanup.
Nice on Massive Starbase mounts too. -------------- As for range 4, effect 4 tractor beams, it would be nice if they would make you Ram if that is your orders. This would give Ramming ships a nice boast to their strike range. It appears that tractor beams bring the ship adjacent, so your next movement (possibly next turn) would execute the RAM> |
Re: Tractor Beam III useless
or use MM SD, MM SD, MM ID, MM RB for better range and cost, plus fired every turn.
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Re: Tractor Beam III useless
Why would you want to put repulsors on a starbase? That just keeps the enemies out of range so they just surive and blockade you... http://forum.shrapnelgames.com/image...s/confused.gif
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That makes it much more likely for your base to survive, and the scattered ships are easier to clean up with your mobile forces. |
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