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June 10th, 2001, 05:22 AM
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Private
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What\'s up with missles and torpedoes?
It appears to me that there is no missle or torpedo worth obtaining beyond the class 5 capital missle. There are faster missles and there are missles with a slightly higher fire rate, but they're all weaker than the capital missle. I don't understand why MM put them in the game. Can someone enlighten me?
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June 10th, 2001, 05:30 AM
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Major
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Re: What\'s up with missles and torpedoes?
quote: Originally posted by Dr Strangelove:
It appears to me that there is no missle or torpedo worth obtaining beyond the class 5 capital missle. There are faster missles and there are missles with a slightly higher fire rate, but they're all weaker than the capital missle. I don't understand why MM put them in the game. Can someone enlighten me?
Plasma missles have speed and distance over the Cap's....
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June 10th, 2001, 05:43 AM
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Second Lieutenant
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Re: What\'s up with missles and torpedoes?
Some also have faster reload times.
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June 10th, 2001, 07:46 AM
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Re: What\'s up with missles and torpedoes?
The distance advantage alone is usually enough in my mind. Especially in tactical combat, where the AI can be expected to fly directly at you (and therefore your missiles).
If you're playing humans, though, beware the dreaded Point Defense Ship. Nothing ruins a beautiful missile salvo like one of those.
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June 10th, 2001, 05:19 PM
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Re: What\'s up with missles and torpedoes?
quote: There are faster missles and there are missles with a slightly higher fire rate, but they're all weaker than the capital missle.
A faster missile is harder to run away from, and sometimes can get through point defenses by not giving an extra chance to fire on it. (This can be critical for large salvos.)
The faster fire rate missiles can do more cumulative damage over time (3 reload 2s vs. 2 reload 3s per 6 turns).
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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June 11th, 2001, 12:47 AM
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Re: What\'s up with missles and torpedoes?
quote: Originally posted by Aristoi:
If you're playing humans, though, beware the dreaded Point Defense Ship. Nothing ruins a beautiful missile salvo like one of those.
HEHE!
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mottlee@gte.net
"Kill em all let God sort em out"
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June 11th, 2001, 01:15 AM
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Re: What\'s up with missles and torpedoes?
Yes, but I believe that they should have put a missle or torpedo that's both more lethal and faster and/or has a longer range and/or has a faster reload time somewhere along the line of development.
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June 11th, 2001, 01:42 AM
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Re: What\'s up with missles and torpedoes?
quote: Yes, but I believe that they should have put a missle or torpedo that's both more lethal and faster and/or has a longer range and/or has a faster reload time somewhere along the line of development.
The Speed/reload abilities come with different missile types: plasma/seekerspores/CSM
The damage and range come with higher tech levels in each of the missile areas.
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June 11th, 2001, 02:26 AM
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Sergeant
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Re: What\'s up with missles and torpedoes?
Is it just me or are torpedo's basically worthless? Why would you possibly want them over missiles?
Ken
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June 11th, 2001, 02:55 AM
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Shrapnel Fanatic
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Re: What\'s up with missles and torpedoes?
quote: Is it just me or are torpedo's basically worthless? Why would you possibly want them over missiles?
A) They fire every two turns
B) They cannot be shot down by PointDefence
C) Their damage occurs right away, preventing the enemy from firing an extra volley (or two) while you wait for the missile to arrive.
D) They do 56% more damage: 1.25 vs 0.8 (damage per turn per Kt space)
E) All of the above
Take your pick.
Most mods also give them a bonus ToHit, since a torpedo could seek somewhat more than a beam, somewhat less than a full missile.
[This message has been edited by suicide_junkie (edited 11 June 2001).]
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