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May 7th, 2001, 08:23 PM
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Brigadier General
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Re: Ramming/Kamakazi tactics
I have used ftrs as kk's loaded with warheads
and when in fair to large Groups they have take out a dreadnaught. The only drawback is that once the group hits, their gone. So if you use this tactic you would need a number of kk Groups of ftrs along with supporting ftrs or ships. 25-30 or more ftrs in a group. As for ramming ships I have done this a number of times and once in awhile they do some damage but not very often, but if you have no other option and you know your going to lose your ship, what the hey, take the shot, you never know.
just some ideas mac
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just some ideas Mac
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May 7th, 2001, 08:52 PM
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Corporal
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Re: Ramming/Kamakazi tactics
for fighters, isn't it more effient to use those one shot rocket packs?
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May 7th, 2001, 10:14 PM
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Shrapnel Fanatic
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Re: Ramming/Kamakazi tactics
Ramming warheads on fighters do 2 to 3x the damage. Both only work once in combat.
Ramming means you have to rebuild, though.
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May 7th, 2001, 10:49 PM
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National Security Advisor
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Re: Ramming/Kamakazi tactics
My idea was to make long-range "smart" missiles out of fighters; make a 1 KT size and a component that flies and rams. But it never did even a half of the rated damage- though I *was* only testing it against shields..
Phoenix-D
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May 7th, 2001, 11:06 PM
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Lieutenant Colonel
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Re: Ramming/Kamakazi tactics
A while ago ramming was very powerful, it worked on a 1 to 1 damage ratio. If you have two ships (no shields), one is 800kT, the other 700kT, and the 700kT rams the 800kT, the 700kT was destroyed and the 800kT drops to 100kT... Now I believe it is only 40% (with the above example, the 800kT would drop to 520kT), and both ships can survive a ramming attempt (not quite sure how that works though).
Ramming is still a viable strategy at certain points, such as the colonizer example given, or if you have Organic Tech. A ship loaded with Organic Armor will usually destroy a ship of the same size class, and have enough left over to completely regenerate in a few combat turns. The ship warheads are, IMO, largely useless. The kamakazi fighters look interesting, I'll have to try that out 
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May 7th, 2001, 11:13 PM
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Corporal
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Re: Ramming/Kamakazi tactics
quote: Originally posted by Will:
A while ago ramming was very powerful, it worked on a 1 to 1 damage ratio. If you have two ships (no shields), one is 800kT, the other 700kT, and the 700kT rams the 800kT, the 700kT was destroyed and the 800kT drops to 100kT... Now I believe it is only 40% (with the above example, the 800kT would drop to 520kT), and both ships can survive a ramming attempt (not quite sure how that works though).
on a guess, the 800kT takes 40% of 700, or 280, and the 700 kT takes 40% of 800, or 320.
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May 7th, 2001, 11:24 PM
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Re: Ramming/Kamakazi tactics
Don't bother with the fighters, the warheads don't work- at least on shields.
I modded the Kamakaize Warhead to do 8000 damage (showed up in the box as 8k). What did the fighter do when it rammed? 6.
EDIT: just did the same with normal and emissive armor. Same damage.
Just did ANOTHER test. Reduced damage to 200. Same result- 6 damage. Are warheads not working correctly?
Phoenix-D
[This message has been edited by Phoenix-D (edited 07 May 2001).]
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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