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December 3rd, 2006, 02:32 AM
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Corporal
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Join Date: Jun 2006
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PD to Powerfull?
With how good PD is 1Pd unit per ship is basically enough to give you total immunity to missiles and fighters from what i've seen.
Put 5 Ships with a Cap missile vs 5,4 ships with a Pd,DUC its highly unlikely a missile will even get threw and the missile Ships have no chance ..
Or is it just meh?
I thought of editing the PD firing Rate myself.
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December 3rd, 2006, 06:22 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: PD too Powerfull?
This does get somewhat better in BalanceMod. PD vs. missiles is decently balanced there, but PD vs. fighters is still a slaughter (bye-bye, fighters).
The only solution I've been able to come up with is making PD not affect fighters and have a new anti-fighter type of defense that makes fighters viable in swarms.
As it is now, a swarm of fighters against a decently armored frigate with 1 PD will die a quick death and not do a lot to the frigate. The frigate CAN be overwhelmed with enough fighters, but it takes a lot of them.
I haven't played stock in a while, though, so I don't remember how effective PD vs. missiles and/or fighters is there.
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December 3rd, 2006, 08:39 PM
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First Lieutenant
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Join Date: Oct 2000
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Re: PD too Powerfull?
Way back in the day, in Starfire, (the board game that the SE-series is modelled on), there were regular PD systems, that were highly efficient against missiles, and less so against fighters. And then there were also "improved point-defense" systems, that were highly efficient against fighters, and less so against missiles.
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December 3rd, 2006, 10:42 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: PD too Powerfull?
Quote:
Possum said:
Way back in the day, in Starfire, (the board game that the SE-series is modelled on), there were regular PD systems, that were highly efficient against missiles, and less so against fighters. And then there were also "improved point-defense" systems, that were highly efficient against fighters, and less so against missiles.
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Speaking of which I couldn’t model this since you can’t use two separate to-hit formulas. But I did find a good middle ground.
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December 4th, 2006, 10:54 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: PD too Powerfull?
In SE5 each weapon can have its own to-hit formula... or are you guys talking about SE4?
Also, another SE5-only PD idea is to give fighters emissive armor, and tweak the numbers so that the anti-seeker PD does more raw damage per second to unarmored targets such as seekers but less per shot so the anti-fighter is more effective vs. fighters since it has penetrating power...
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December 4th, 2006, 11:13 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: PD too Powerfull?
StarFire uses one weapon with two separate to-hit values, one is the type you are familiar with in the SE series and the other is a flat rate at range zero. The SE series to-hit is verses fighters and the flat rate is verses missiles. I had never though of doing it with emissive armor as you suggest. Unfortunately it is far too late to go back and re-write the PD and fighters. Even doing that it wouldn’t work without also adjusting various weapons and more than a few non-fighter and non-seeker units.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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