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  #1  
Old July 13th, 2007, 06:42 PM

marhawkman marhawkman is offline
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Default Re: SE4 weapon index

Unless you research better lifesupport/crewquarters/engines/sensors/etc.

I usually make ships with at least one solar panel and either use Organic missiles or a beam weapon. Electric discharge is nice. Especially powerful is the small version as a ground weapon.

EDIT: Sorry I was thinking of SE5.....
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Old July 13th, 2007, 07:09 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: SE4 weapon index

That costs research, and still does not change the fact that having more ships costs you more resources for non-combat and one-per-ship components.
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Old July 14th, 2007, 07:57 PM

Glyn Glyn is offline
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Default Re: SE4 weapon index

SJ – The Ripper beam is smaller, cheaper and does more damage than the APB XII. It draw back is a range of 3, but by the time you have these weapons it best to fight at short range and you usually have the larger ships. Also, the Ripper beam is better balanced between the minerals and rads cost. For me, weapon load run about 30-35% of the total ship cost.

Now if your fighting organic or crystal the more expensive special weapons are needed.
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Old July 15th, 2007, 12:07 AM
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Fyron Fyron is offline
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Default Re: SE4 weapon index

Ripper beams tend to lose their edge in large fleet combats, though. APB allows you to stack the fire from 8 rows of ships; ripper beams are limited to the first 3.
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