![]() |
Weapons, engines and mods, Oh my!
Why are certain weapons good and others totally useless? My problem is with weapons like torpedos. I don't see any benefit to ever researching them. Anyone have any good ideas on how to use some of these useless weapons?
[ June 16, 2003, 23:29: Message edited by: Suicide Junkie ] |
Re: Weapons, engines and mods, Oh my!
Yes, torpedoes are useless. But that's OK - you can always mod them so they're more useful! For example, in P&N, torpedoes get around a 10%-20% bonus to hit, depending on tech level, on the grounds that they have a limited seeking capability. Or you could give them longer range or higher damage if you want... the possibilities are endless!
|
Re: Weapons, engines and mods, Oh my!
Quote:
2) element of suprise 3) something for ruins to give you that you wouldn't already heave 4) an example for you to mod 5) something which becomes usefull when something else is modded out 6) something beneficial at higher tech levels 7) some tactic you haven't discovered yet For torpedos, they are the direct fire weapon that you get from the Military Science theorectical tech. Maybe someone doesn't want to go straight for physics I [ January 29, 2003, 19:21: Message edited by: Arkcon ] |
Re: Weapons, engines and mods, Oh my!
Quote:
|
Re: Weapons, engines and mods, Oh my!
Torps actually do have some uses, along with the WMG.
1. They may have a lower per-kiloton per-turn damage value, but that doesn't matter if your target is killed by the first salvo. The torps aren't so good at this part, since three APBs = two torps in space, but only 5 less damage. 2. Against Emissive Armor and Crystalline armor, a weapon that does higher damage per shot does better. Ex: your opponent has 5 CA IIIs, so he gets 25 (?) shield points every time you do 25 points of damage or more. Two torps fire. 200 points of damage, 50 shield regeneration. Three APBs fire. 195 points of damage, 75 shield regeneration. Phoenix-D |
Re: Weapons, engines and mods, Oh my!
I wouldn't say torps are useless -- damage doesn't fall off at range, unlike other DF weapons. As mentioned, you can also mod them to have a small "to hit" bonus to make them more effective (I went w/ +10% on a personal mod). Quantums can be pretty effective in mounts (esp. base/platform). Although ship mount dam/kt (300/80?, someone correct me if I'm wrong) isn't the best ratio in the game, it still doesn't totally bite.
|
Re: Weapons, engines and mods, Oh my!
Crystalline armor is hardly ever used, esp. in PBW games. That is not a good reason to use torpedos in most cases. http://forum.shrapnelgames.com/images/icons/icon7.gif And, you just have to mount those APBs. Large or Heavy Mounted, they pierce right through CA with no problem, unless you use an absurd amount, like 10 or more. In that case, just use some Shield Disruptors to eliminate the shield generators.
Emmissive armor doesn't do enough to matter much, esp. with mounts. |
Re: Weapons, engines and mods, Oh my!
Quontum Torpedoes were king in the PBW Grit Tech game. Of course we disabled all the energy weapons at game setup. http://forum.shrapnelgames.com/images/icons/icon10.gif
Geo |
Re: Weapons, engines and mods, Oh my!
A lot of weapons look like crap, until you put them on a mount. http://forum.shrapnelgames.com/images/icons/icon7.gif
Not saying I use them, I have yet to really check them out |
Re: Weapons, engines and mods, Oh my!
Torpedoes are good... compared to Graviton Hellbores... ;->
|
All times are GMT -4. The time now is 01:20 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.