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Old February 1st, 2002, 03:56 AM

Sinapus Sinapus is offline
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Default Re: Frustration (balance)

I tend to go for two things when outfitting a ship with weapons:

1. Damage per turn (which means DUC, MB and APB's at the appropriate tech level)

2. Damage per kT.

Note, I can pick one over the other. Right now I am using Quantum Torpedo Vs supported by Meson BLaster VIs and doing some serious damage. The torpedo has a lower rate of fire, but it can do 30damage/kT more than the Meson bLaster in one hit. Since that 30kT of damage can be things like weapons, I have a chance of destroying a ship's weapons before it can fire at one of my ships.

Basically, I call it the "It dies NOW" philosophy.

(I do tend to keep a few pure DUC/MB/APB designs, but there's nothing like a few sledgehammers here and there. Now, to try to mod the Incinerator Beam/WMGs so they are actually nasty for their size.)
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Old February 1st, 2002, 04:09 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Frustration (balance)

quote:
Now, to try to mod the Incinerator Beam/WMGs so they are actually nasty for their size.)
Incinerator beams might be better off with a slight damage boost, but the WMGs would not.
The WMGs should have a range of 12-14 according to a comparison with SE3.
The WMG nastyness comes due to the fact that you can loose TWO sledgehammer blows before the enemy can get close enough to fight back. Of course, if you have a higher (or equal) speed than your opponent, you can keep it up until you hit the edge of the map. Once the enemy closes, they are outclassed by any other gun, but at max range they rule.
Artillery in beam form
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Old February 1st, 2002, 05:58 AM

Sinapus Sinapus is offline
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Default Re: Frustration (balance)

quote:
Originally posted by suicide_junkie:
Incinerator beams might be better off with a slight damage boost, but the WMGs would not.
The WMGs should have a range of 12-14 according to a comparison with SE3.
The WMG nastyness comes due to the fact that you can loose TWO sledgehammer blows before the enemy can get close enough to fight back. Of course, if you have a higher (or equal) speed than your opponent, you can keep it up until you hit the edge of the map. Once the enemy closes, they are outclassed by any other gun, but at max range they rule.
Artillery in beam form



I'll consider it, though I must say I do like the effects of one Quantum Torpedo V (heavy mount) smashing through the shields of an enemy ship, then chewing on the armor and maybe an internal system.

Then the second torp hits.

Still going to stay in tactical combat since there isn't a "Has Intact Null-Space Weapons" choice in the targeting priorities. No, I don't care about the ship w/weapons 1 square away I want that N-S ship out of my sky.
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