
May 9th, 2002, 06:51 PM
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Sergeant
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Join Date: Apr 2001
Location: Minneapolis, MN, USA
Posts: 222
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Re: Tactical Use of Various Weapons
Quote:
Originally posted by Suicide Junkie:
For most weapons, including normal, skips X, etc, that is true.
However for the Only X weapons, any shot that does not do enough damage to destroy a component will not do damage at all, and the partial damage is not stored.
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Partial damage is not stored between combats, but it should be between rounds. My understanding is that during combat, partial damage gets stored until the next hit on the vehicle at which time the damage is added to that hit. For example, suppose you hit 100 point piece of organic armor for 45 damage. If the next hit is a null space weapon for 60 damage, the net effect is 105 points of damage that skip armor.
Thus, you should always add damage based weapons in the following order: normal, shield skipping, shield and armor skipping.
If an engine zapper hits for 15 damage and the next hit is a DUC, then the 15 damage SHOULD get added to that. However, if things work as Suicide Junkie suggests, then you cannot use the cheaper ones as noted earlier unless you have larger mounts. Players need to be careful about Weapon killing weapons as well since Large and Huge Mount weapons take more points to take out. In affect, small ships cannot take out the weapons of larger ships using this. Good think to know.
Another thing that will probably happen is that surplus damage will be lost if you do 25 to a ships engine. You will need to design Engine killing ships to always do a multiple of 20. At least Religious races do not have a shrine that reduces damage to their ships, just to hit and damage done to enemies.
[ 09 May 2002, 17:59: Message edited by: LGM ]
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