|
|
|
 |

January 29th, 2003, 10:34 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

January 29th, 2003, 10:40 PM
|
Corporal
|
|
Join Date: Dec 2001
Location: Omaha, NE
Posts: 131
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

January 29th, 2003, 11:28 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Weapons, engines and mods, Oh my!
Crystalline armor is hardly ever used, esp. in PBW games. That is not a good reason to use torpedos in most cases.  And, you just have to mount those APBs. Large or Heavy Mounted, they pierce right through CA with no problem, unless you use an absurd amount, like 10 or more. In that case, just use some Shield Disruptors to eliminate the shield generators.
Emmissive armor doesn't do enough to matter much, esp. with mounts.
|

January 29th, 2003, 11:37 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Weapons, engines and mods, Oh my!
Quontum Torpedoes were king in the PBW Grit Tech game. Of course we disabled all the energy weapons at game setup.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

January 30th, 2003, 12:00 AM
|
Sergeant
|
|
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons, engines and mods, Oh my!
A lot of weapons look like crap, until you put them on a mount.
Not saying I use them, I have yet to really check them out
__________________
It's all just a perspective of matter.
|

January 30th, 2003, 12:10 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Weapons, engines and mods, Oh my!
Torpedoes are good... compared to Graviton Hellbores... ;->
|

January 30th, 2003, 12:21 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons, engines and mods, Oh my!
I've heard people making proposals about a mod to "balance" all weapons and making all of them worth researching, each with its own unique advantages/disadvantages, but I have never seen such a mod.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|