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October 3rd, 2002, 07:52 PM
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Corporal
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Join Date: Aug 2002
Location: Apalachin, NY
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Planetary Weapons
I'm still a newbie, and am wondering about the usefulness of planetary weapons (napalm bombs, radiation bombs, etc.). Namely, in my limited amount of play, even the smallest of weapons (DUCs, etc.) seem to do plenty of damage to a planet's population on their own, so why would I opt for planetary weapons when any off-the-shelf weapon seems to work just as well, and has the added benefit of being able to hit other ships?
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October 3rd, 2002, 08:52 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Planetary Weapons
you can sneak napalm or plague bombs on an escort, and run them up past defenses. thats about the only use that I have found for them.
killing a planet in very few shots, when you know you are not strong enough to fight a conventional space battle against the defending fleet.
as for radiation bombs, the theory is that they will soften up a planet for attacking troops. I have not found these to be usefull at all, perhaps if planetary militia strength was vastly increased...
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October 3rd, 2002, 09:27 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Planetary Weapons
When a planet is shielded and/or defended by a lot of weapons platforms, and you need it dead NOW, the extra damage from planetary naplam is a big help. The range is a problem though, but no other weapon has such high damage. It's half the size of a torpedo, fires at the same rate, and does *6* times as much damage.
Phoenix-D
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Phoenix-D
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October 3rd, 2002, 09:37 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Planetary Weapons
Huge breatheable world. End of game. 16 mt of Large weapon platforms with massive mount Ripper beams 3. Max population. 100 sattelites. 3 starbases. And that was the unmodded Druoshka. 'Nuf said.
Well not really, but huge planets that have been left alone long enough are a pretty tough nut to crack.
Thing is, planetary weapons appear as soon as you start the game, and they take so few research points a newbie fells like, what the hell I'll try it.
Then you find out you don't really need them to glass an airless tiny. Maybe they ought to be moved under military science to avoid confusing newbies.
[ December 20, 2002, 02:01: Message edited by: Arkcon ]
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October 3rd, 2002, 09:39 PM
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Lieutenant Colonel
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Join Date: Dec 2001
Location: Scottsdale AZ
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Re: Planetary Weapons
The RAD bomb makes the planet conditions DEADLY. The population growth goes to 0% and populations are a bit easier to tick off. Only a slow acting climate control facility (or racial tech equivalant) can change it for the better.
Radiation bombs can be nasty when used with plague bombs. 0% growth and population loss.
Plague level 5 can be nasty on it's own. Level 3 is good for use on medium size colonies. Levels 1 and 2 do not seem to do much damage.
A planets happeness is affected by plague. So they could end up rioting.
The cure takes a lot more research points then the plague.
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October 4th, 2002, 12:34 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Planetary Weapons
Planetary Napalm is the king weapon of late game when planets are fortified well.
Still this is an excellent early weapon if you dont plan to go on defensive and make treaties with everybody. Very actual with the TDM races - my standard early-game ship is destroyer/LC loaded with DUC5 & PN3. When you go attacking those little destoyers with their little napalm bombs would be invaluable if you're not too obsessed with capturing planets. This too requies the use of PN because it is the only weapon that can beat set of WP with PPBV (when you're back on tech), NSPIII and sometimes Talisman. PN-5 at large mount can deal as much as 1.2k damage every 2 turns, meaning taking out at least two weapon platforms, or one heavily armored and shielded large WP.
[ October 03, 2002, 23:35: Message edited by: Taera ]
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