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Old August 21st, 2001, 08:40 PM
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Default Re: Organic armor fix

quote:
My concern is with all the weapons that 'ignore' armor. They are as common as flies in human games and seem to be ever increasing in modified AI's.
We have:
Null-Space - low damage, slow reload. Buckytube Gel soaks up this damage very well.
Ionic dispersers - ships have up to 40 engines, and LCs usually get 15 or so. Ships are much more resistant to these weapons in P&N2. If you are still worried, use durable or premium engines.
Tachyon weapon disruptors - add some level 3 BuckyTube Gel or a tachyon damper, and your ship will be safe
Shield Disruptors - Use Hardened-Mini SGs, or the Heavy SGs. No worries. Level 2 BuckyTube gel helps here, too.

Did I miss anything?

ISTM, with Organic armor and some buckytube gel, you're sitting with a very tough ship.
Ion attacks are half as effective (relative to unmodded SE4 or P&N1) on LCs, and even weaker against larger ships.
The BT Gel will take quite a few hits from any other "fancy damage" weapons before too many internals are lost, and the organic armor protects well against normal damage.

quote:
OA's ability is useful for a while in the beginning but as soon as large fleets of 50+ ships show up (common in the few PBW games I have played)its armor is shredded like a cats claws on toilet paper
Big fleet actions will definitely get organic armor toasted.
What you want in that situation is a bunch of Plasma Armored ships which can soak up 14HP/KT (or 20HP/KT for premium armor) before being annihilated during the initial volleys.
With enough PlasmaArmor ships, your fleets will be whittled down to the point where the organic armor will be effective.

[This message has been edited by suicide_junkie (edited 21 August 2001).]
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