|
|
|
 |

November 27th, 2002, 05:21 PM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thinking: OA vs CA
note: im my phrasing i obviously prefer CA which is true now. Ignore this, this was supposed to be an emotionless post. Just express YOUR thoughts.
__________________
Let the game begin!
Green bug from outa space!
|

November 27th, 2002, 06:50 PM
|
 |
Colonel
|
|
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thinking: OA vs CA
Interesting ... never thought they were so close in cost/benefit. Other benefits:
for CA -- a ship must have shields, and they must be functional(have supplies, not be blown out by shield disrupters).
Additional benefit, weak weapons may never deplete shield enough to allow boarding parties to work(I've seen it tough enough on tactical, strategic is prob. tougher)
... for OA, you get defense vs mines and damageing sectors. But you're naked to boarding without shields.
Hmm... hard for me to decide which is better.
|

November 27th, 2002, 07:23 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: thinking: OA vs CA
Given a decent amount of CA, you take half damage from enemy weapons.
Requires a shield generator.
Effective even in fleet situations.
Degraded by large ship mounts and high-damage/slow reload weapons.
OA seems to be a simplified Shield regeneration system.
No additional components required.
Very effective one-on-one, or at extreme ranges with low to-hit chances, potentially providing invulnerability.
Becomes little more than inert armor in fleet battles.
[ November 27, 2002, 19:38: Message edited by: Suicide Junkie ]
__________________
Things you want:
|

November 28th, 2002, 01:54 AM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thinking: OA vs CA
SJ: high damage/low reload weapons eliminate any bonuses from regeneration and whatsoever so thats not that much important.
__________________
Let the game begin!
Green bug from outa space!
|

November 28th, 2002, 04:35 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: thinking: OA vs CA
High-damage low reload weapons will give your OA time to regenerate while they reload.
The CA just sits idly by waiting for the next hit.
__________________
Things you want:
|

November 28th, 2002, 09:10 AM
|
 |
Sergeant
|
|
Join Date: Sep 2002
Location: Lithuania
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thinking: OA vs CA
My most liked advanced tech was organic armor but
after the new patch is released, OA will loose its power. Who needs regenerating armor if it regenerates only AFTER the battle? I don't see the point in that. If the ship survives the battle - there are repair bays/space yards to repair it.
Crystaline armor is nice but to spend 1500 points on armor that is just a little better than normal is way too much. I would beef-up research/construction for that amount of points and just put more normal armor/shields on a ship.
|

November 28th, 2002, 11:18 AM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thinking: OA vs CA
Quote:
after the new patch is released, OA will loose its power. Who needs regenerating armor if it regenerates only AFTER the battle? I don't see the point in that. If the ship survives the battle - there are repair bays/space yards to repair it.
|
I don't think that's how it's going to work. OA will still regenerqate during combat as usual, but it will also regenerate after combat, which it didn't do before.
|
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
|
|
|
|
|