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Old August 21st, 2001, 10:04 PM
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Default Re: Organic armor fix

quote:
Why was it you thought that OA needed to tone down its regen ability?
As it was, OA would store up way to much regen points before ships could open fire. If the ship survived the battle, it could get 35 HP/KT.
With the halving of the regen, it gets a max of 20Hp/KT, and stores only enough points for one complete refresh by the time weapons are in range.

Basically, with regen set as high as it was before, a ship would run out of stored regen only under rare circumstances.

quote:
I believe he's speaking of the Crystalline weapons, ie Shard Cannon, that are stopped by shields but not armor.
Right. For Organic Armor ships, see the Null-Space entry.
You can also use shield regen to block some damage, while the BTG stops another big chunk.

NOTE: when using BTGs, be sure to have at least a few backups of critical systems, because a lucky shot can still pop your bridge. Having an AuxCon can help, and that can be further backed up by a MC.

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