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				March 31st, 2004, 10:52 PM
			
			
			
		  
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				General 
				
				
				
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				Re: A few questions
	
			 
             
			
		
		
		
		Hey, Primitive, if the Tractor beam works like the Repulsor beam, then can't the ship be the same size and still work?  (I hate it when I have to work off memory) 
		
	
		
		
		
		
		
		
			
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				March 31st, 2004, 10:53 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: A few questions
			 
             
			
		
		
		
		Thanks!       
Great, I'm being punished for those nasty multiplayer cheaters. Shame on them.       
I think I will pass on the tractor beam. I tend to rely on medium to long range fire weapons with a good weight to firepower to reloading time ratio.
 
I've never researched the Wave Motion Gun. It's not that much bang for the buck when you divide firepower into weight and then into reload time.  
		
	
		
		
		
		
		
		
			
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				March 31st, 2004, 11:37 PM
			
			
			
		  
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				Re: A few questions
			 
             
			
		
		
		
		Slynky; 
I'm really not sure, I work from memory too. It's quite possible your memory is better than mine       
Tesco: 
I am pretty sure I tested this once and found it fires all weapons of the same type in a group, same sequence as it shows in "condensed view"
 
Yef; 
The WMG has an added bonus: 30 % to hit. Not neccessary against the AI who usually don't train their ships/fleets very well, but can be a gamewinner against humans     
		
	
		
		
		
		
		
		
			
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				March 31st, 2004, 11:51 PM
			
			
			
		  
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				Re: A few questions
			 
             
			
		
		
		
		Since someone mentioned the sysytem shield, I was wandering if there was a way to turn it off so you can add another warp point, then turn it back on?  Surely something can be done like that, instead of deleting the facility, doing what you want to do, then rebuilding the facility, which usually takes over 10 turns. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 1st, 2004, 12:03 AM
			
			
			
		  
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				Re: A few questions
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Yef: 
  
I've never researched the Wave Motion Gun. It's not that much bang for the buck when you divide firepower into weight and then into reload time. 
			
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 That's true.  But in raw power, it is the most powerful weapon in the game.  That comes in handy, for example, agains heavily shielded ships. 
 
But I have noticed that my incinerator beam ships will always win against a similar model wave motion gun ship when both are piloted by the AI.  That 3 turn reload is really penalizing the wave motion gun too much. 
  
 [ March 31, 2004, 22:05: Message edited by: Arkcon ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 1st, 2004, 04:37 AM
			
			
			
		  
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				Re: A few questions
			 
             
			
		
		
		
		He who gets WMG first and builds ships the fastes wins the game.  WMG + 1st + 150% Production + skill = KOTH. 
		
	
		
		
		
		
		
		
			
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				April 1st, 2004, 04:57 AM
			
			
			
		  
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				Re: A few questions
			 
             
			
		
		
		
		
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				Originally posted by Atrocities: 
 He who gets WMG first and builds ships the fastes wins the game.  WMG + 1st + 150% Production + skill = KOTH. 
			
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 Erm... or not. WMG are not that hot, certainly not enough to make you win just from having them. There are a few isolated cases in which they are useful (such as agaist heavily crystalline-armored ships, or in a few situations with warp point combat, though rare that they end up better than other weapons), but other than that, they fall short of most weapons. 
 
    
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				 Tesco: 
I am pretty sure I tested this once and found it fires all weapons of the same type in a group, same sequence as it shows in "condensed view"
			
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 Your weapons will most certainly be fired in the order that they appear on the ship design. If you turn on condensed view, the game reorders your weapons, placing all weapons of the same type in a row. But if you do not use this feature, you can set up designs with alternating weapon type fire, such as shield depleter, APB, shield depleter, APB, etc. for use against crystalline armored ships. 
 
 
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				The WMG has an added bonus: 30 % to hit. Not neccessary against the AI who usually don't train their ships/fleets very well, but can be a gamewinner against humans
			
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 That really only is a factor if you neglect your training, CS research and racial combat bonuses. Otherwise, ships tend to hit well enough that the 30% to hit bonus of the WMG does not make up for the large loss of firepower compared to DUCs, PPBs, APBs, MBs, etc. 
 
   
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				 That's true. But in raw power, it is the most powerful weapon in the game. That comes in handy, for example, agains heavily shielded ships.
			
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 Heavily shielded ships do not require WMGs to take down. APBs will do just as well, if not better overall. 
  
 [ April 01, 2004, 03:03: Message edited by: Imperator Fyron ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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