Thread: Weapons
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Old November 21st, 2000, 01:55 AM
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Default Re: Weapons

One argument for WMGs takes into account their first-shot power. Namely, they're highly damaging range-8 beams that even get a substantial to-hit bonus (+30% if memory serves). On a faster ship, in a small-scale battle where manuevering is possible, the WMG-carrying ship may never need to get in range. With bigger ships and bigger firepower -- but *not* tougher components -- he who first blows away the other guy's shields and armor may be able to disable several weapons / engines / etc the next round. I'd argue that being able to do a lot of damage, first-shot, can be a very, very crucial advantage. It's a similar idea to that behind rocket pods for fighters; while they may not do much damage later in the fight (none, actually), it's no consolation to the victim if he's already been blown away...

Propulsion Experts + Religious suggests an interesting combo: a battlecruiser, with 6 Quantum Engines and a Solar Sail III, for a speed of 13(7), along with a Religious Talisman and Huge WMGs (doing something like... 420 ea? Don't recall). Given that most ships don't reach a combat speed of 7, and that most ships aren't terribly accurate at range 8 even if they *have* range-8 weapons (at least if the target has ECM III), the BC will probably be able to do a LOT of damage as long as it has the room to outrun its victim while the WMG recharges. That, plus the high damage gives a pretty good chance of breaching shields/armor faster...

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