Re: Questions about torpedoes
Being that they are fast like direct fire weapons means they use their fuel very quick and limit their range.
As they are now they need something a little extra to use them. Either keep their range short and make them more accurate, if we conclude they are fast seekers. Or extend their range out to a maximum of 8 like alot of other weapons and keep their accuracy at 0.
Remember, all weapon systems I believe, lose accuracy for every square on the map that they travel. So using them at a range of 8 would make them less accurate and you would have to wait 2 turns to get another shot off. While Wave motion guns have a 30 weapon modifier.
If they were both at 8, I would choose the torp over the Wave motion.
I think it would be better to not have to choose between the two of them for the best range 8 weapon.
So I think keeping them at their range now,or extending the range a little on the early models only,and increasing their accuracy is the way to go.
This way we can have a long range beam weapon(which can target fighters) and a shorter range torpedo system(which is a little more accurate and powerful against ships)both on your ship for variety(which is fun and gives us a reason to use our multiplex tracking).
Maybe 50 is too high,only point defense are that high. But CSM's seem very high even though their rating is zero.
I will change the weapon modifier for ant-matter torps to 20 and Quantums to 30.
Do you think that sounds fair? And would that make them a more viable weapon choice?
The early models are very short in range,do you guys think they should be increased by one?
[This message has been edited by Emperor Zodd (edited 08 January 2001).]
|