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  #1  
Old June 10th, 2002, 10:44 PM

Lupusman Lupusman is offline
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Default Re: Multi tracking Problem?

I'm really surprised no one picked up on this before. (I did a search and found no previous discussion. Should have done it before I asked the question.) Anyway, I guess if it did work, it would be a bit annoying to the attacker, to the point of being unfair even.
Imagine, a super base with talisman, engine burners, and repulsers that worked properly. That's one hell of a locked door!
One way to produce the desired result would be to build a bunch of bases with only one repulser beam each, and minimal components to keep the cost down. Bit of a waste though.
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Old June 10th, 2002, 11:47 PM
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Fyron Fyron is offline
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Default Re: Multi tracking Problem?

That could be countered with long range weapons, like Wave Motion Gun, Mental Singularity Generator, etc.
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Old June 10th, 2002, 11:51 PM
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Default Re: Multi tracking Problem?

Quote:
Originally posted by The High Gryphin:
Is it correct that all of the weapons of one type will fire at the same target despite Multi Plex tracking?
I did read a complaint in one post, for ships weapons, that one may go unused before multiplexing happens.
ex. 1 SD fires, 2nd one doesn't, 3rd one fires on next target.

I just build smaller ships, BC largest, and don't have room for a multiplex target unit that does not work well. I mostly play the AI, and don't have much use for static defenses like bases.

[ June 11, 2002, 00:05: Message edited by: Wardad ]
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Old June 11th, 2002, 02:15 AM

Lupusman Lupusman is offline
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Default Re: Multi tracking Problem?

Normally I don't build bases, but there's just one PBW game that has a spot I would love to have put one of these babies.
Sometimes if the movement is right, a ship will get off its shots, but you know how many shields a base can have, or armor. What's 3 or 4 shots gonna do before it gets flung away never to return.
I never noticed a problem with multitracking with regular weapons though.
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