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  #1  
Old January 8th, 2001, 09:04 AM
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Daynarr Daynarr is offline
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Default Re: Questions about torpedoes

I think you should first go with the increased range (not damage) and then after playtesting add a little bonus (10 for start) and see how they do. Use simulator for that and see how AI handles the modification. In short, you should test all the things you modify to those torpedoes, and combat simulator is perfect for that.
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Old January 8th, 2001, 09:18 AM

Emperor Zodd Emperor Zodd is offline
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Default Re: Questions about torpedoes

I decided not to increase the accuracy for Anti-matters and only a 10% increase for Quantums,and to extend all their ranges by one, which will bring the group to a maximum range of 7 which is 1 short of many popular weapons.

The early models were very short range(starting at two)now they look more appealing when I decide early on the game which weapon family to research. Thanks for your imput guys.



[This message has been edited by Emperor Zodd (edited 08 January 2001).]
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Old January 8th, 2001, 08:41 PM

Sinapus Sinapus is offline
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Default Re: Questions about torpedoes

Er, torpedos are too wimpy?

Odd, I tend to use them along with DU cannons and missiles. They don't do as much damage as a Wave Motion Gun, but they fire more often. Though if I had WMGs, I'd probably still use DU cannons as backup weapons. I can still fire at ships while the WMGs reload.

Interesting idea, torps as very fast seekers. The game SE4 has some inspiration from has a missile weapon that uses this concept. Sprint-mode missiles in Starfire are less accurate than standard-launched missiles, but can't be tracked by point defense.
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