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November 28th, 2002, 04:26 PM
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Lieutenant General
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Join Date: Jan 2001
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Re: game styles
Quote:
Originally posted by Krsqk:
Mea culpa...I've been playing too much Devnullmod and P&N lately. Standard Armor has 4 hitpoints/kt; Phased Shield V has 9.375 hitpoint/kt. OA III and CA III only hit 6.67 hitpoints/kt. Guess that just reinforces my point.
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True, but shields suffer from shield depletors/disruptors. The dedicated anti-armor weapon - SC is race trait specific and rather weak (null-space skips both and thus is a different story).
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November 30th, 2002, 09:17 PM
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Shrapnel Fanatic
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Re: game styles
They both have weaknesses, yes. But, the weaknesses of Armor are much greater than the weaknesses of Shields, esp. with IDs being stopped by shields with the latest patch. The hp/KT ratio is icing on the cake. 
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December 1st, 2002, 05:05 AM
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Colonel
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Re: game styles
consider that: you put three CA and one shield. even if shields are gone, you are resistant to 45 damage from the ID. thats a lot for a weapon that hits components directly.
Put an energy dampener on that ship, coupled with one or two HEM and the very same ID and there would be no second shot.
Damnit, im going to paper-rock-scissors myself.
ok, ill shut up now.
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December 1st, 2002, 07:42 AM
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Shrapnel Fanatic
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Re: game styles
If the enemy uses CA, use Shield Disruptors. No Shield Generators, no Shields from damage.
Quote:
Originally posted by Taera:
consider that: you put three CA and one shield. even if shields are gone, you are resistant to 45 damage from the ID.
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CA ships are resistant to NO damage in the first shot. Some damage is added to the shields after the weapon does damage, not before. The 2nd shot is lowered in damage. So, if the first shot past the shields is an ID, the engines are all gone. 
[ December 01, 2002, 05:43: Message edited by: Imperator Fyron ]
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December 1st, 2002, 08:43 AM
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Second Lieutenant
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Re: game styles
slightly OT: just wondering fyron, how your whole economic model works with the monoliths, doens't that take a long time to build up? hence leaving you vulnerable?
Also, i think ID should either have been left as is or armor allowed to be more useful. Even so organics is really only an early game trait, after you start hitting higher ECM bonuses and bigger ships and ID the armor isn't as good, however 3:1 odds are still great i guess. My favorite combo is Religious and Pyshic when you hit end game and you're converting everyone in sight 100% of the time  .
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December 1st, 2002, 09:14 AM
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Shrapnel Fanatic
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Re: game styles
It takes a few years of game time to get a monolithic economy going. But, you don't start out building 50 of them. You build a few at first, and then more and more as they start being completed. It creates a snowball effect.
Talismans and Allegience Subverters are not balanced to begin with. IMO, they shouldn't be used, especially together. It is a valid strategy because it is allowable in the game, but it is still not a balanced strategy.
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December 3rd, 2002, 01:21 AM
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National Security Advisor
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Re: game styles
Sounds to me like there is a counter-design to just about any design*, which is as it should be. I think Fryon is missing or belittling a few strong points in favor of organic weapons and armor, but he's obviously such a strong player, that I won't bring those up here.
(* except maybe the Talisman, and I think ramming is made far too easy)
One though is that distribution of resources is still important in late game because of reduced build times, and that resource conVersion has a cost, and being able to use rich organics resource values is another factor.
Another I can't help mentioning is that organic armor is extremely cheap, and even though PPB's and DUC's have good damage per kT, they don't have very good damage per _resource_, which determines the number that can be built and maintained.
As for normal armor becoming unuseful after strong phased shields are developed, that may be sort of true from a superiority-design perspective with certain assumptions. However there are still some other uses besides the "Last 10 kT" use. Cheap ram-ships, defense against shield-damaging weapons, and combination with emissive armor, are all still effective uses of standard armor.
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