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  #1  
Old October 31st, 2000, 12:09 AM

Cyrien Cyrien is offline
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Default Re: Depleted Uranium Cannons to powerful!

I also have used similiar strategies with WMG... with the add on of using Time Distortion Burst weapons from the Temporal Mechanics tree to get rid of the shields. Love that quad damage to shields. With that I take out the shields and then destroy the armor and components with the WMG.

Also I have found that generally CSM are a much better deal early in the game than later on when everyone has had time to either develop PD or steal it from someone who has.
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Old October 31st, 2000, 01:55 AM
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Seawolf Seawolf is offline
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Default Re: Depleted Uranium Cannons to powerful!

Bye the way where do you get phased shield? That tech tree? level?

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  #3  
Old October 31st, 2000, 04:52 AM
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Comar Comar is offline
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Default Re: Depleted Uranium Cannons to powerful!

Phased shields are the six level ( I believe ) of the shield tech tree.
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Old October 31st, 2000, 04:54 AM

Saben Saben is offline
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Default Re: Depleted Uranium Cannons to powerful!

Going to go down the list here and reply to people.

Seawolf: Research level 2 physics, and then phased weapons will be available to you to research.

Cyrien: I mostly play without special tech, and am not near a computer with SE4 right now. I am fairly certain, however, that high end sheild depleters are more effective for the weight, with a longer range, than time weapons in the demo. I can look for sure later, and will post specifics.

Instar: It seems strange to mix abp and meson weapons, as well as incin. Do you rely on theft from the computers for the apb techs?

Taqwus: Emisive armor is worthless in the .99 demo. No test I've ever run has shown it working. Crystaline I haven't checked since the new demo, and organic is flat broken. With organic, if any ONE peice of armor survives, all the armor will regenerate, leaving the ship with 60 points unhealed damage. Start with 14 plates, destroy 13 of them. The Last peice will cause all the others to reform, and the ship will be listed as 60 out of whatever ungodly ammount.

LintMan: When I get the full Version, I will run more and better comparisons. Working on a computer program right now to extract all the data from components.txt and display these values. Will hopefully be a good tool for mod makers, so they are fully aware of relative balance.
As to emmisive armor, I stated above that it is completely broke, and absolutely worthless in the .99 demo.
Large mount weapons are a fixed alteration to the numbers, and so all weapons will retain their same relative place on the hierachy. A large poleron will still be more efficent than a large meson bLaster.
Agreed. Stations are probably the best use of some of these weapons. Also, putting WMG3 on satilities is a damn good way to block a warp point. As I noted in the results, WMG has the advantage of packing more than one turns worth of damage into the first shot, and there are going to be times when it is worth the loss of overall efficency.

Commander G: Your results might be off on account of the beam destroyers being organic. As I stated above, the armor is broken. If even one peice survives, all your armor will regenerate in one turn, leaving your ship at 60/whatever.

Taqwus: I agree fully.

Baron Munchausen: I agree and, time permiting, I would love to figgure out just how PDC works.

General Hawkwing: Torps are just direct fire weapons, can do the exact same calculations. Missiles are a whole new ball game. As to theft of research, if I played a human with a tendancy to board, you can bet your *** I'll start mounting self-destruct devices. In regards to smaller weapons, meson bLaster is the only one with a range of three, and of the remaining weapons the small DUC3 is the most efficent. it has a ratio of 5 damage per kiloton. More efficent by far than big guns, twice as efficent as the ripper beam.
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Old October 31st, 2000, 09:37 AM

Cyrien Cyrien is offline
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Default Re: Depleted Uranium Cannons to powerful!

Let me save you some effort.

In fact if your going for nothing but shield damaging then Large Shield Depleters are the way to go. They take up less space fire at the same rate and eat up the same supplies while doing more damage to shields and taking up less material to build. However they are not capable of damaging the ship itself only the shields. And I have on several occassions found that the difference between defeat and victory was the extra 60 damage that each of those guys pumped out.
Finally using the Temporal fits in with the personality of the race I normally play with.

Here are the actual numbers assuming Large Mount:

Temporal - 240 damage to shields - 60 to ship
Fire Rate - 1
45 kt

Depleter - 300 damage to shields - 0 to ship
Fire Rate - 1
30 kt


No damage reduction for range in either of them. Both have range of 7.
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Old October 31st, 2000, 06:18 PM

General Hawkwing General Hawkwing is offline
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Default Re: Depleted Uranium Cannons to powerful!

Saben,
As you know, there are more ways to get tech than just boarding a ship. Plus every defensive measure you put on a ship requires space and research points. The problem with specialization is that you limit your ability to surprise the enemy. A balanced task force will survive longer and gain in the long run.
I've seen this kind of "rush" idea in other games and there is always a way (usually many) to counter it. MM has built a balanced game, allowing for many play styles to work extremely well. But I think "history" will show a balanced research approach will over come a single weapon focus one.
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Old October 31st, 2000, 07:43 PM

Commander G Commander G is offline
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Default Re: Depleted Uranium Cannons to powerful!

quote:
Originally posted by Cyrien:
[In fact if your going for nothing but shield damaging then Large Shield Depleters are the way to go. They take up less space fire at the same rate and eat up the same supplies while doing more damage to shields and taking up less material to build. However they are not capable of damaging the ship itself only the shields. And I have on several occassions found that the difference between defeat and victory was the extra 60 damage that each of those guys pumped out.
Finally using the Temporal fits in with the personality of the race I normally play with.

Here are the actual numbers assuming Large Mount:

Temporal - 240 damage to shields - 60 to ship
Fire Rate - 1
45 kt

Depleter - 300 damage to shields - 0 to ship
Fire Rate - 1
30 kt


No damage reduction for range in either of them. Both have range of 7.[/b]


I like the Temporal Trait as well, but I like the other weapon they get, the one that ignores shields and armor. It is a nice counter to Organic races. Races can avoid the Shield depleting type weapons by simply using Armor instead of Shields. At low levels, armor is actually lighter and cheaper than shields. I ran into early problems with the Temporal trait against human players becaue my research was going into all the preliminary stuff early on for that trait. I was severly set back trying to defend with poor weapons while researching my special trait ones. Unfortunately, when you meet a race, it shows you their advanced traits so the player knew I had Temporal. I had to make some fast tech trades with other players to hold him off.

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