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A few questions on nonmodded special weapons.
hi guys, here we go again to throw some strat questions at this hyperactive forum.
I am only talking about non modded, non special tech tree weapons. I mean those weapons which dont do usual damage, but special damage instead, like engine damage, weapon damage and so on. here we go: 1.) which of these weapons are blocked by armor? which of these weapons are blocked by shields? (I heard f.e. that the engine killers are blocked by shields, but that the computer virus is not) 2.) which of these weapons are useful, which are not? 3.) are you using a lot of weapon overloading weapons? what are their weaknesses? because in my eyes they look like the total "over" weapon to me. are they blocked by armor/shields? 4.) are you prefering the direct fire engine killers or the seeking engine killers? 5.) do you use smart bombs? plague bombs? 6.) what is the best/most effizient way to use ship capture? small ships with lots of armor? huge ships with shield depleters? 7.) am I correct in my assumption that a combination of computer virus and allegiance subversters are unrockable? 8.) if you have got any other weird ideas of how to use specil weapons please shoot http://forum.shrapnelgames.com/images/icons/icon12.gif . |
Re: A few questions on nonmodded special weapons.
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2. I like all of them except Ionic missiles - too weak and vulnerable to PDC 3. Weapon killers are not as good as null-space weapons, IMHO. I use them sometimes but more for fun. 4. direct-fire are (almost) always better. 5. Plague bombs... http://forum.shrapnelgames.com/images/icons/icon7.gif not very usefull in unmoded game - it is too easy to wipe out planets. But in Proportions/AIC, they are true WMD ! 6. Since ship uses _ALL_ boarding parties in one attempt and lose all shields, boarding ships are one-shot and expendable. Hence, use the swarm of small ships. 7. After Last patch, computer pilot prevent subVersion even after distraction by computer virus. 8. Classified information http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: A few questions on nonmodded special weapons.
thanx a lot http://forum.shrapnelgames.com/images/icons/icon7.gif as always this forum is reacting very fast on every question mentioned.
the olny answer I didnt find satisfying was number 8.) http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: A few questions on nonmodded special weapons.
From what I've been best beat with in PbW games, it seems this is the 'standard' formula: a couple of Shield Depleters, lotsa APB, around 120 damage points worth of Ionic Disrupters.
The Weapon Overloading Weapons have one strong drawback, they only fire once every three or ofur turns. Since ships in big fleet battles tend to go down in the first few turns anyway this may not be a big deal, but I don't care for it. Of course, if you have the Talisman... well. Some of these weapons would be much more interesting if there were little or no uncertainty invovled. But then, wouldn't everything. [ February 11, 2004, 14:39: Message edited by: Loser ] |
Re: A few questions on nonmodded special weapons.
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Re: A few questions on nonmodded special weapons.
He meant in combat. Once a ship has no shield points, it is easy pickings to other warships! http://forum.shrapnelgames.com/images/icons/icon12.gif
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