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  #11  
Old December 31st, 2002, 03:27 AM

Krom Krom is offline
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Default Re: combat analysis please

Hey Pvk. Explain to me the shield bit a little more. Does it essentially work like this:

I hit him for 50, blocked by shield, then 50 more, 50 more then 50 more, all blocked by shield, and then finally I hit him for 50 more, and he takes 25 points of damage? Then from that point on in the battle his shield is useless?

Krom
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  #12  
Old December 31st, 2002, 03:40 AM
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Gandalph Gandalph is offline
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Default Re: combat analysis please

Quote:
Originally posted by Krom:
Hey Pvk. Explain to me the shield bit a little more. Does it essentially work like this:

I hit him for 50, blocked by shield, then 50 more, 50 more then 50 more, all blocked by shield, and then finally I hit him for 50 more, and he takes 25 points of damage? Then from that point on in the battle his shield is useless?

Krom
That is essentially correct. Shield strength is reduced with every hit until it is gone. When you view the combat replay, you should see a shield hit, usually a colored ring around the ship. That means you ARE hitting him, but his shield is absorbing the damage.
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  #13  
Old December 31st, 2002, 04:47 AM
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Default Re: combat analysis please

Yes, as long as he doesn't have something that regenerates shields.

PvK
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  #14  
Old December 31st, 2002, 08:16 PM
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Default Re: combat analysis please

Be sure to use Large Mount weapons. That can make a big difference too.

Also, I noticed you were using Scattering Armor. I would suggest you use Stealth Armor + 2 Armor 3 instead of Scattering Armor. I believe it is cheaper and more effective. Scattering Armor II: +10% def, 150 KT dam. Stealth II + Armor III x 2: +10% def, 180 KT dam.

Also, the defense bonus of Scattering Armor and Stealth Armor are additive. Always use Stealth Armor before adding Scattering Armor. The only advantage in Scattering armor is you component is not damage between 100 KT of damage and 140 KT of damage. Basically, one hit difference when Large Mount weapons are used against you.

If you have trouble hitting, faster rate of fire weapons are good for your fighters. You expect with +50 to hit + 10 for the sensor that you should hit most of the time, but against good defense and longer range, that is not necessarily true. A small APB or small DUC fighter may have served you better (could use kamakazi orders for those - ramming does not get affected by defense).
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