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  #1  
Old April 27th, 2001, 12:29 AM

Jason2 Jason2 is offline
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Default What\'s the point with Organic and other techs - useless!

I took Organic for the first time in a long game and I'm a bit ticked. What is the point!?! It takes a ton of extra RP to even start and then the weapon techs all suck... I finally got the "Hyper Plasma Bolt" after thousands and thousands of research points and it blows compared to the Phased Polaron Beams... and I could have had them four times over by this point.... The weapons all seem pretty generic - especially when you figure in that any Racial Tech also costs at least 1500 points. Anyone else feel this way - or am I missing something???

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Old April 27th, 2001, 01:27 AM

Trachmyr Trachmyr is offline
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Default Re: What\'s the point with Organic and other techs - useless!

Organic rocks!

Think about it... you get to research a variety of weapons in just one catagory... both missiles and direct fire! Plasma bolts do suck, but Enveloping Acid Globules are one of the best weapons in the game. Furthermore, the electic discharge weapons are great for lighter attack ships and the SMALL Version is the best weapon possible for fighters! (Ok, their tied with small TK projectors). Not to mention that organic armor is VERY powerful... slap a few on and you'll be virtually invincable! (BTW, don't bother with shields... just use organic armor.) And on a final note, organic stuff uses more organic resouces and less minerals/radioactives.... as your ships will now more "evenly" use resources for maintianence, you'll be able to field a larger fleet. Then you've got the facilities, the med lab works like a urban pacification center but improves reproduction and prevents plagues. The othe "reproduction" facs can also be helpful at times.

I'm not sure what you're complaing about... just drop the plasma bolts and refit with (enveloping)acid globules and electric discharge/lightning rays... drop the shields, and put on a lot of organic armor (go with 4-5 pieces... you'll see their merit)... and perhaps build some fighters, and you'll soon realize that organic rocks!
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Old April 27th, 2001, 02:00 AM

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Default Re: What\'s the point with Organic and other techs - useless!

I will do as you suggest Thanks
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Old April 27th, 2001, 02:03 AM
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Default Re: What\'s the point with Organic and other techs - useless!

Keep in mind that organic armor is great, unless you go up against someone with crystaline tech. Crystaline weapons ignore armor.
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Old April 27th, 2001, 02:04 AM
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Default Re: What\'s the point with Organic and other techs - useless!

Another thing I like about Organic Weapons:

CSM has a reload of 3
Seeking Parasite has a reload of 2

CSM I has range 10 damage 75
SP I has range 8 damage 60
SP II has range 10 damage 70

so every six rounds

CSM I can do 150 damage
SP I can do 180 damage
SP II can do 210 damage

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[This message has been edited by capnq (edited 27 April 2001).]
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Old April 27th, 2001, 02:32 AM
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Default Re: What\'s the point with Organic and other techs - useless!

quote:
Originally posted by capnq:
Another thing I like about Organic Weapons:

CSM has a reload of 3
Seeking Parasite has a reload of 2

CSM I has range 10 damage 75
SP I has range 8 damage 60
SP II has range 10 damage 70

so every six rounds

CSM I can do 150 damage
SP I can do 180 damage
SP II can do 210 damage




You got it wrong. CSM I has range of 8 and does 60 damage. You were talking about CSM II.
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Old April 27th, 2001, 03:08 AM
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Default Re: What\'s the point with Organic and other techs - useless!

quote:
You got it wrong. CSM I has range of 8 and does 60 damage. You were talking about CSM II.

D'oh! Good catch. I looked at the wrong line in components.txt

I thought it looked right because in my current game with an organic tech race, there was a colonizable ruins planet in my homeworld system, and I got Missile Weapons 2 when I put my first colony down. So when I got Organic Weapons 1, the Weapons report showed me CSM II versus SP I. But SP I still beats CSM I on reload time.

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Old April 27th, 2001, 03:14 AM

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Default Re: What\'s the point with Organic and other techs - useless!

Yes, the one achilles' heel for organic is crystalline.... If you come across them, you have to design completely new ships!
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Old April 27th, 2001, 06:43 AM
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Default Re: What\'s the point with Organic and other techs - useless!

Ummm... I wouldn't completely lose the shields if you have organic tech. Mainly because of Crystalline tech. Also because shields provide more protection than armor. A good design should have a mix of both.

Anyway when you look at the cost, size, and damage/turn of all weapons, the EAGs are the best standard weapons in the game (meaning no special ability).

Small Lightning Rays are the supreme fighter weapon. I have a game where my large fighter design is 1 shield, 2 SLR, combat sensor&ecm, afterburners, and the remaining spaces taken up by the required components and engines. Two Groups of twenty on patrol took out a fleet of twenty enemy cruisers (I'll admit it wasn't exactly a fair fight, the ships didn't have PDC). If I had used fighters with something like Small APB, I wouldn't have been able to take out the entire fleet.

As said before, Organic Armor is very good, has the best damage/kT ratio with Crystalline, and regenerates each combat turn (try making a ship with max engines and fill the rest with organic armor. Use it to ram ships in the Sim. Watch it magically restore itself to 100% in 1 or 2 turns). You must have multiple components for this to work, however.

Then there's the facilities. A Gestation Vats/Replicant Center combo in a freshly colonized system will fill up your planets fast. Medical facility is nice, but it won't stop plage bombs IV and V. Fine for stopping random plagues though.

And finally, the already stated benefit of cost split between Minerals and Organics. This only makes for a larger fleet if you use only Monolith facilities, since the weapon cost in total resources doesn't decrease too much, only transfered between types. However, it does make for faster build times (I like using Organic & Temporal tech, Huge planets with a Temporal SY can build a BattleShip sized warship in one turn, compared to around 2-3 turns for a similar standard tech ship).
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Old April 27th, 2001, 10:57 AM

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Default Re: What\'s the point with Organic and other techs - useless!

Yeah Phased Polaron Beams are the greatest thing since sliced bread; till the other side gets phased shields that is. Thats all I would research with the older AI's and have a field day beating the hell out of them. With the great work of the mod pack guys and other race makers thoses shields show up quickly now and now the name of the game is damage (not counting Null weapons). Yes the PB does a good amount of damage for its size and ROF. Thing is you have to be around long enough for the ROF to matter and the PB's power drops off at range.
This is where Enveloping Acid comes into its own. Its a great single turn hitter like the quantum torp but with more range and the more damage you can do in the first turn the less of a chance of the other guy being around for the next round and its damage doesnt fade with range (thats why I like the mental singularity of the psy branch as a one turn wonder weapon and the telekinetic projector beats the PB hands down vs phased shields). With all this you get the other stuff people listed for organic, missles, fighter weapon, and kick @ss armor, ect.

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