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  #1  
Old August 16th, 2001, 07:50 PM
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Default Re: The best weapons for a close combat ship?

[computer voice]"Venting atmosphere... inertial compensators off-line... initiating 20-G acceleration... have a nice day [/computer voice]
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  #2  
Old August 16th, 2001, 08:16 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: The best weapons for a close combat ship?

quote:
Originally posted by tesco samoa:
Must be my imagination that has blinded me to that fact. I always assumed that the MC controlled ship would just be computers and components fully automated. I still do not see how a boarding party of space marines can just take over a ship. But thank you for letting me know. I have a few adjustments / upgrades to make to my ship classes.


Even more than that, if the ship is designed from the beginning as a computer-controlled ship, who says it even has corridors or any other spaces for humans to enter? It seems to me that you'd pack the ship together as tighly as possible to make it efficient and deadly. Thus the space savings by dropping crew quarters and life support. No corridors, no air conduits, etc. This completely skips the issue of lack of life-support, of course. The marines would have to live in their space suits after taking a computer controlled ship.

I guess the marines live in their space suits for a while anyway if they take a ship with an alien race's life support (different atmosphere!). Ever wonder why life-support doesn't reflect atmosphere types? Shouldn't you have to refit a captured ship with life support for your atmosphere if it comes from a race that uses a different atmosphere?
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Old August 16th, 2001, 08:56 PM

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Default Re: The best weapons for a close combat ship?

I don't know if it's been mentioned, but Graviton Hellbore (I think that's what they're called) with heavy or massive mounts mak an extremely good generalized close-range weapon IMO. I use PPB's alot during early games, then switch to WMG's (the best long range weapon IMO) and Graviton Hellbores. I know the reload rate is slower, but it sure packs a wallop at the closer ranges....
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Old August 17th, 2001, 06:16 AM

tesco samoa tesco samoa is offline
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Default Re: The best weapons for a close combat ship?

My close combat ships just got hammered.

Damn Marines.

Lost 30 ships.

I am now a firm believer that all close combat ships should have some security stations and a self destruct unit.

On the grav. Hellbourne... Man they are sooooooooooooo slow. And their damage drops so much at the greater ranges. Closing would be a very important on those ships.


Unless it is the Close Combat Warp Point Ship!

Ah different stagety/ship for different area of space.
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Old August 17th, 2001, 06:24 PM
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Default Re: The best weapons for a close combat ship?

quote:
Even more than that, if the ship is designed from the beginning as a computer-controlled ship, who says it even has corridors or any other spaces for humans to enter?
Even a fully-automated ship is going to have maintenance accessways. If the ship is built and maintained entirely by robots, the robots will still tend to be as large or larger than the designing species for efficiency reasons.

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Old August 18th, 2001, 04:48 AM
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Default Re: The best weapons for a close combat ship?

Ripper beams, really short range, small but powerful weapons
I used them a lot in SE3
not so much now
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Old August 22nd, 2001, 08:25 PM

tesco samoa tesco samoa is offline
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Default Re: The best weapons for a close combat ship?

who says they need to be repaired via corridors.

maybe they just rip the componet out and add a new one.

Never made sence to me. Its like taking 20 marines and dropping them in a Automated Cruiser with a different atmosphere (even gravity ) and in 10 minutes the cruiser is up and running and causing damage. I could see disabling the ship or destroying the ship but just taking over the ship like that and then being able to repair it next turn. It is a weakness in the game.
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