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August 29th, 2004, 05:49 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
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Re: gameplay: How to stop drones ?
R-X, how much hitpoints each drone has (average)?
Btw, it's the Star Trek Mod, and PD power is significantly reduced there.
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August 29th, 2004, 06:10 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: gameplay: How to stop drones ?
Well in the real world, when a fighter/ship/tank "rams" an anti-fighter/anti-ship/anti-tank missile, the warhead goes off. I think it is a bug.
Slick.
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Slick.
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August 29th, 2004, 08:01 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: gameplay: How to stop drones ?
Quote:
Slick said:
Well in the real world, when a fighter/ship/tank "rams" an anti-fighter/anti-ship/anti-tank missile, the warhead goes off. I think it is a bug.
Slick.
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Not necessarily. Haven't you seen The Hunt for Red October?
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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August 29th, 2004, 08:27 PM
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Private
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Join Date: Feb 2004
Location: Ohio
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Re: gameplay: How to stop drones ?
That depends entirely on the situation; the only one i can think of that would be a "hit" even if it went off nearby is a anti-aircraft missile (because of things being sucked into the intake, perforating the wings, etc).
Most anti-armor type missiles arne't just a big ball of boom: thier a bit more finesse then that. If they go off without contacting the armor (or even the *right* armor, in some cases), they won't do as much damage, with much of thier energy being wasted.
That's why aircraft carriers have those phalnax guns - they don't have much range, but it's enough to safely explode the missile without endangering the ship. By the same token, if you could turn the ship so that a heavily armored peice would be the contact point, you'd probably at least reduce it's effectiveness.
Not to mention, if the warhead is of a complex enough type it might need armed before it even *could* detonate (like with a binary agent, or some kind of physics thing)
just a thought,
deth
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August 30th, 2004, 01:47 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: gameplay: How to stop drones ?
Quote:
aiken said:
R-X, how much hitpoints each drone has (average)?
Btw, it's the Star Trek Mod, and PD power is significantly reduced there.
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Right, it is the Star Trek Mod.
And PvK, its not that his drones are so hi-teched, there are size 140 drones, but due to the warp engines each ship/vessel moves friggin fast in the Mod. So in fact a speed 11 drones is not really THAT advanced (though not ourdated, too).
As mentioned the drones can take approx 200 damage, while ONE of my weapon platforms (with 4 shields which give 100 shield point) can take approx 400 shield damage and maybe another 200 normal damage.
So in fact they can take 600 damage each, still a drones INCOMING with speed 11 or 12 which will do 1200 damage and cannot be stopped since i dont get a chance to fire at them is pretty impressive...
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August 30th, 2004, 01:49 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: gameplay: How to stop drones ?
Uh yeah just a minor addition: Since that game was my third PBW game i did a lot of mistakes end right now get a total of 12000 research points :[
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