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June 18th, 2002, 09:52 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Rumours, Suggestions, Features on the Next Update
It might not be that Crystalline weapons are so badly setup as armor is badly setup. The primary 'power' of both Shard Cannons and Crystalline Torpedoes is bypassing armor. Well, after you have shields level 3 or so what use is armor? If the power of armor was increased then the value of Crystalline weapons would increase.
Anyway, you can mod these changs for yourself, you know.
[ June 18, 2002, 20:54: Message edited by: Baron Munchausen ]
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June 18th, 2002, 10:27 PM
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Lieutenant Colonel
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Re: Rumours, Suggestions, Features on the Next Update
Shard weapons are greatly underpowered, even when facing armor only ships.
Compare them to PPB. PPB can penetrate normal shields, BUT it is strong enough to be usefull against armor and phased shields. PPB are cheaper to research and cost no racial points.
As for modding... it's fine if you play with yourself. It's hard enough getting PBW players, it would be harder still for an unknown custom mod.
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June 18th, 2002, 11:08 PM
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Re: Rumours, Suggestions, Features on the Next Update
Eww....
I hadn't looked at the default techs for a long time. The Shard Cannon tops out at 35 points!?  That's sick! 10 levels for 35 points while the PPB gets to 60 points in 5 levels!
Mod those files is all I can say.  I've got the Shard Cannon topping out at 50 points and the PPB topping out at 45, though there's another weapon 'after' it in that tech field which goes to 70 points and ignores all shields. (It's a 40kt component, though...)
[ June 18, 2002, 22:09: Message edited by: Baron Munchausen ]
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June 19th, 2002, 01:27 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Rumours, Suggestions, Features on the Next Update
Note the range, as well.
Shard Cannon: 1.17 @ range 8
P. Polaron Beam: 2.00 to 1.67 @ range 6
It is also general knowledge that you use the shard cannons against organic targets & their heavy armor. If there are shields involved, you use more efficient weapons.
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June 19th, 2002, 02:05 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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Re: Rumours, Suggestions, Features on the Next Update
under the topic of suggestions for future updates how about making it so that only the hosts txt files (components/ facilities etc) are needed for a multi game. This way you could get around the problems mentioned of getting everyone to get the same mode. Of course probably be a major code change and make .gam files huge.
The other think I would like to see (probably also a major code change) is a way to play tactical combat in a multi game(at least in tcp/ip mode).
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June 19th, 2002, 02:46 AM
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Shrapnel Fanatic
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Re: Rumours, Suggestions, Features on the Next Update
Wheel Mouse Support.
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June 19th, 2002, 05:39 AM
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Re: Rumours, Suggestions, Features on the Next Update
Heh... yeah, I suppose the biggest fault in the UI is the lack of wheel- mouse support. Once you get used to it, it's really frustrating trying to use a computer without it.
SJ: The AI isn't smart enough to alter its designs to handle different opponents. And besides, you've paid 1,500 race points to get this tech area. So, the Shard Cannon has to be a decent general weapon, although it also helps to include at least one HEM in every design over Light Cruiser size.
I still think that some improvement is needed in armor. When the next beta arrives I think I'll be able to make some cool armor mounts that will make armor much more useful. And then the hardly used special ability of the Crystalline Techs will start to be worth more.
[ June 19, 2002, 05:28: Message edited by: Baron Munchausen ]
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