|
|
|
|
|
July 17th, 2003, 03:09 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Imagine there\'s no Talisman, it isn\'t hard to do
GUTB ESCORT MOUNT
TGM has it
it is 3 mounts
mount one is engines 1/4th size 1/10th supply usage, 10x supply space and 1/10th the cost
mount two is hard componets
10x hp , and 1/10th the cost
mount three is GUTB weapon
10x range, 10x damage 1/10th size , 1/10th cost 1/10th supply usage.
You do not want to hear about whats in the garage... ( yep GUTB mount comes equipt with 2000 cargo space for fighters , drones , sats or mines ) and it is +999 to hit
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
July 17th, 2003, 03:05 PM
|
Major
|
|
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Imagine there\'s no Talisman, it isn\'t hard to do
|
July 17th, 2003, 03:30 PM
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Imagine there\'s no Talisman, it isn\'t hard to do
I rmemeber GUTB, or at least I remember someone talking about mid-early game, or perhaps early-early game unstopable escorts and I think that was GUTB, but I do not know this TGM? Mod?
|
July 17th, 2003, 03:54 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Imagine there\'s no Talisman, it isn\'t hard to do
Tech Grid Mod. Never done.. Never talked about...
I am on the weapons now and well.... just kind of stopped. It is the way modding goes.... You get in a flow and do lots then all of a sudden you stop. And it is hard to get going again
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
July 17th, 2003, 05:36 PM
|
|
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Imagine there\'s no Talisman, it isn\'t hard to do
How about some kind of religious conVersion effect? Either an AS-type weapon or a crew insurrection/ PPP intel project?
What I'd love to see are religious community facilities in proportions- kind of a cross between the current city facilities and the existing shrines.
|
July 17th, 2003, 07:23 PM
|
|
Sergeant
|
|
Join Date: Apr 2001
Location: Minneapolis, MN, USA
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Imagine there\'s no Talisman, it isn\'t hard to do
Quote:
But like the Alliegence subverter, this topic has been beaten to death.
|
At least the subverter has a counter. Master Computers are costly, but they do free up space as well as prefent subVersion. The subverter does not have the greatest range either.
I do not believe there is an adequate counter to the Talisman. Sure there are things you can do differently than you normally would, but none that will let you win with a near equal economy.
The Talisman can make a 1% to hit into 100%. The religious player does not need to train his ships, but it makes him even tougher if he does.
Defense for a Talisman Ship: 20% Racial, 60% ECM III, Ship Training 20%, Fleet Training 20%, Range 50%+(Closing to range 5 is doing quite well), Stealth Armor 15%, Scattering Armor 15%. Such a ship is almost untouchable by direct fire weapons. That is about 200% defense, disregarding $ boundaries at intermediate points of the calculation). To hit it you have the following: Training + 40%, Racial 25%, Culture 10% Beserker, Sensor III 65%, Wave Motion Gun (30%) = +170% to hit with WMG, +140% with PPBs.
I think with the WMG you have a minimum to hit of 31%, so you might not even need all those modifiers. (I have not used a WMG recently). 31% of your weapons hit every three rounds. That is tough when they plug you with Torpedoes every other round from Max range and then run away while they reload. Or they plug you with PPBs every round. Or they gut your ship with Null Space every three rounds. Or they use Massive Shield killers before the battle starts. Or the pull you in with a Tractor beam, hit you with cheap APBs, and fling you away with Repulsor beams.
|
July 17th, 2003, 08:03 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Imagine there\'s no Talisman, it isn\'t hard to do
Quote:
Master Computers are costly
|
Only on small ships. On Crusier through Battleship, C&C costs 2500 minerals. MC costs 4000 minerals, and some irrelevant amount of organics and rads (irrelevant because they do not affect build times at all, except possibly with certain Organic Man. ship designs). So, using the MC really only costs you 1500 minerals and some piddly orgs and rads more. It is not that expensive, and often doesn't even increase the build time! Now, the things you stick in that extra space might, but that is another issue.
With DNs and BSs, you lose even less by using MCs.
Quote:
I think with the WMG you have a minimum to hit of 31%, so you might not even need all those modifiers.
|
I beleive that was changed in either 1.41 or 1.49, so that the weapon bonuses are applied before the 1% or 99% caps. Before, they were applied after, so you can get things like 31% minimum to hit. But now, it is applied before the cap, so there is no longer any extra minimums there.
[ July 17, 2003, 19:05: Message edited by: Imperator Fyron ]
|
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
|
|
|
|
|