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  #1  
Old January 29th, 2003, 09:13 PM
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thorfrog thorfrog is offline
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Default Weapons, engines and mods, Oh my!

Why are certain weapons good and others totally useless? My problem is with weapons like torpedos. I don't see any benefit to ever researching them. Anyone have any good ideas on how to use some of these useless weapons?

[ June 16, 2003, 23:29: Message edited by: Suicide Junkie ]
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  #2  
Old January 29th, 2003, 09:19 PM
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Default Re: Weapons, engines and mods, Oh my!

Yes, torpedoes are useless. But that's OK - you can always mod them so they're more useful! For example, in P&N, torpedoes get around a 10%-20% bonus to hit, depending on tech level, on the grounds that they have a limited seeking capability. Or you could give them longer range or higher damage if you want... the possibilities are endless!
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Old January 29th, 2003, 09:19 PM
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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by atomannj:
Why are certain weapons good and others totally useless? My problem is with weapons like torpedos. I don't see any benefit to ever researching them. Anyone have any good ideas on how to use some of these useless weapons?
1) roleplay
2) element of suprise
3) something for ruins to give you that you wouldn't already heave
4) an example for you to mod
5) something which becomes usefull when something else is modded out
6) something beneficial at higher tech levels
7) some tactic you haven't discovered yet

For torpedos, they are the direct fire weapon that you get from the Military Science theorectical tech. Maybe someone doesn't want to go straight for physics I

[ January 29, 2003, 19:21: Message edited by: Arkcon ]
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Old January 29th, 2003, 09:28 PM

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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by atomannj:
Why are certain weapons good and others totally useless?
Because the weapons haven't been tuned by MM.
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Old January 29th, 2003, 10:34 PM

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Default Re: Weapons, engines and mods, Oh my!

Torps actually do have some uses, along with the WMG.

1. They may have a lower per-kiloton per-turn damage value, but that doesn't matter if your target is killed by the first salvo. The torps aren't so good at this part, since three APBs = two torps in space, but only 5 less damage.

2. Against Emissive Armor and Crystalline armor, a weapon that does higher damage per shot does better. Ex: your opponent has 5 CA IIIs, so he gets 25 (?) shield points every time you do 25 points of damage or more.

Two torps fire. 200 points of damage, 50 shield regeneration.

Three APBs fire. 195 points of damage, 75 shield regeneration.

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Old January 29th, 2003, 10:40 PM

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Default Re: Weapons, engines and mods, Oh my!

I wouldn't say torps are useless -- damage doesn't fall off at range, unlike other DF weapons. As mentioned, you can also mod them to have a small "to hit" bonus to make them more effective (I went w/ +10% on a personal mod). Quantums can be pretty effective in mounts (esp. base/platform). Although ship mount dam/kt (300/80?, someone correct me if I'm wrong) isn't the best ratio in the game, it still doesn't totally bite.
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