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April 16th, 2003, 10:45 PM
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Second Lieutenant
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Re: Anti-Matter Torpedo
Meson BLasters and Shield Depleters are the winning combination. Cheap to research and cheap to build. Forget about the Phased Polaron Beams and the Torpedos........in Proportions.
If you are playing unmodded go straight for the Phased Polaron Beams........
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April 16th, 2003, 11:04 PM
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Colonel
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Re: Anti-Matter Torpedo
There is one mod (I forget the name) that has long range X-ray lasers, that and talisman are way cool granted the laser don't do a lot of damage BUT you can beat on em well before they can touch you 
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April 17th, 2003, 01:29 AM
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National Security Advisor
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Re: Anti-Matter Torpedo
Quote:
Originally posted by Aloofi:
Meson BLasters and Shield Depleters are the winning combination. Cheap to research and cheap to build. Forget about the Phased Polaron Beams and the Torpedos........in Proportions.
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Except that in Proportions, you can get pretty good defense without even using shields, if you want to, making shield depleters useless. Meson bLasters can also be out-ranged by several weapons, and since in Proportions small ships are useful, normal-mounted (or smaller) meson bLasters don't do a lot of damage per hit, so they suffer proportinally more from all the armor types with emissive abilities.
I like to think all the weapons in Proportions are worthwhile, but let me know if you think there are some lamers.
As for Quantum Torpedoes in the unmodded game, Taera, some things they can't kill are drones, fighters, and satellites, since the cannot target them.
Another thing you can try with slow rate-of-fire weapons is to run away while reloading, making return fire less likely to hurt (and sometimes impossible) - this can tip the damage exchange further in your favor than the rate-of-fire would imply.
PvK
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April 17th, 2003, 01:45 AM
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Shrapnel Fanatic
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Re: Anti-Matter Torpedo
APB XII does more damage at max range than Quantum Torpedoes overall, and mounts make them get enough damage per shot to kill most ships in one salvo just like QT. But then, they can do it every round, not just every other round like QT. Mounts are the main reason that Torpedoes are useless weapons.
[ April 17, 2003, 00:46: Message edited by: Imperator Fyron ]
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April 17th, 2003, 02:24 AM
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Brigadier General
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Re: Anti-Matter Torpedo
Quote:
Originally posted by PvK:
...As for Quantum Torpedoes in the unmodded game, Taera, some things they can't kill are drones, fighters, and satellites, since the cannot target them...
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Which can be viewed as an advantage in strategic combat, since the tactical AI will not waste shots on fighters that they have a hard time of hitting anyway, but will fire on the other ships and let PDC take care of the fighters.
Rollo
[ April 17, 2003, 01:25: Message edited by: Rollo ]
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April 17th, 2003, 02:51 AM
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Colonel
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Re: Anti-Matter Torpedo
exactly Rollo.
Fyron: a while ago, with some experimentation, i've found that SD/Torpedoe are the perfect counter to the then-popular PPB/NSP combo. My light-cruiser would beat a Rage cruiser in 1on1 combat with little damage unless they were lucky and hit something realy important.
Also there's another point - a LARGE object (base, dreadnought, baseship) can use the ultimate advantage of repulsers and tractors.
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April 17th, 2003, 03:04 AM
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Shrapnel Fanatic
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Re: Anti-Matter Torpedo
Unless you can get your ships to do a variation on the missile dance, topedoes do less damage than most other weapons (only graviton hellbore comes to mind). SD/PPB or SD/APB will beat SD/Torp simply by virtue of doing more damage.
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