quote:
Originally posted by Emperor Zodd:
I have given it some thought. I suppose torps are very fast seekers in this game(so I wont change them to use them against fighter Groups) . Other seekers are very accurate. Torps are very fast but not accurate like other seekers and have a short range. They also only fire every other round. I feel they need something extra. I feel they need to be more accurate than they are.
Why should I use a big torpedo system over two smaller beam weapons that can fire every round and at greater range and same fire power,plus can target fighters and sats!?
I suggest raising their weapon modifier at least what a Wave motion gun and High energy magnifier is(30),or higher. I am going to put them at 50 and see how they do. This will give me a reason to maybe employ them on my ships.
What do you guys think?
I think 50 is way too much. They have way to much of damage to make them always-hitting weapons. You can put 10 for anti-matter and 20 for quantum torpedoes, or 20-30 if you don't like 10-20. The balance is the issue here, and the fact is that just few races use torpedoes. That would give human too much advantage against AI (it would be like BFG in quake II). Amonkrie would love it, though.
