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  #1  
Old March 13th, 2005, 12:19 PM

Smolf Smolf is offline
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Default Weapon Platforms

This has maybe been discussed before but how do you outfit your weapon platforms?

I usually research large WP as soon as possible then add a combat sensor, and some direct fire weapons using a massive mount. Maybe a few PD if the enemy is using missiles.

I have read somewhere that it's a waste of space adding shields because the WPs are so easy to hit and quickly get destroyed. And most people research shield depleters or phased weapons which makes the normal shields more or less useless.

Is armor a better choice than shields? (not considering organic armor which can regenerate).
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Old March 13th, 2005, 12:37 PM

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Default Re: Weapon Platforms

I think your best bet is to use better and better long range weapons, frankly. It sounds simple, but hey. I never use shields or armor.
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Old March 13th, 2005, 01:11 PM

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Default Re: Weapon Platforms

But before you get access to some decent mounts, missiles will have a longer range. So do you use missiles if they have the longest range?
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Old March 13th, 2005, 01:24 PM
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Default Re: Weapon Platforms

Point Defense is too effective to make Missiles any sort of long term threat. It's best to use direct fire weapons on platforms once you get some decent damage levels researched. Shields actually are quite useful on weapon platforms, better than armor. I can't recall even if the specialty armors work on platforms. Note you only need one platform with a combat sensor and it will transfer the ability to all of them. Also, there is no point to putting ECM on platforms since the planet has -200% combat penalty to defense.
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Old March 13th, 2005, 02:00 PM
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Default Re: Weapon Platforms

In addition, i prefer firepower over hitpoints. Should the enemys fleet be able to combat your weapon plattforms, they will be lost immediatly anyways, since all hostile ships will fire, not mentioning mounted planetary napalm. Put a lot of Anti Proton Beams on them, there is nothing better to do. While im at it, when fortifying warppoints with satellites, be sure to not use phased beams or anti proton beams Simply use High Energy Discharger, they are smaller and stronger in firepower. The reason they are not used on ships is their range, which doesnt matter on satellites, since they start adjacent to wormholes anyway.
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Old March 13th, 2005, 02:07 PM

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Default Re: Weapon Platforms

Isn't it correct that the attacker in simultanous games move first? That means that he will move his ship out of range before the satelittes get a chance to shot at him.

So your high enery dischargers will not be able to hit him and he can just avoid the satelittes until he's ready for them (ie using longer range beams etc.)
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Old March 13th, 2005, 03:08 PM

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Default Re: Weapon Platforms

Nope, the defender moves and fires first.
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Old March 13th, 2005, 03:55 PM
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Default Re: Weapon Platforms

Ty Renegade
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Old March 13th, 2005, 08:52 PM

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Default Re: Weapon Platforms

No problem.
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Old March 14th, 2005, 05:50 AM
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Default Re: Weapon Platforms

Armor regeneration doesn't work on units as they don't take partial damage. A WP is either working or destroyed. If you use armor, choose the one with the best resistance-per-kT ratio.

I'd suggest placing one or two WMGs on your WPs - non-mounted - so that you're able to get the first shot. As for the rest, I prefer ripper beams, as they are small and very strong. PD is best used on stats IMO.

Alternatively, if you're using a mod where the PD is toned down, or where you have strong seekers with high seeker dmg resistance available, you should place some PD on your WPs as well, and/or those super-strong missiles. The extra PD will provide you with a defense against the strong seekers, while the ones you use can be used to kill off enemies at long range. Take, for instance, Capship Cruise Missiles (as I don't know any other modded seeker with high resistance) which is strong on the attack, has a very long range, and has 100kT damage resistance, so that you'll need at the very least two shots to destroy it.
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