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January 31st, 2003, 10:19 PM
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Shrapnel Fanatic
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Re: Weapons, engines and mods, Oh my!
Bases are ships for many purposes, such as Weapon Target. For targeting, Ships/Planets = Ships/Bases/Planets. It does not for the Vehicle Type line (which restricts what vehicle types a comp can be placed on) though.
[ January 31, 2003, 20:22: Message edited by: Imperator Fyron ]
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January 31st, 2003, 10:23 PM
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National Security Advisor
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Re: Weapons, engines and mods, Oh my!
missiles: 25kt seems too drastic. I'd make them 40kt and a lot cheaper"
Consider that point-defense cannons are 20kt and can fire every turn, where missiles can only fire every three turns..and often get shot once or twice on the way in.
Phoenix-D
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Phoenix-D
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January 31st, 2003, 10:44 PM
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Re: Weapons, engines and mods, Oh my!
Quote:
Now, if torp weapons were immune to the effect of nebula on scanners.... they might have that specific purpose. I have only had one nebula battle, and was not looking to see if ship based scanners still worked or not. tis an idea, anyway.
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Some storms interfere with combat sensors (they give a penalty to hit). I think there might be a nebula or two that does that.
If you use FQM, there are a lot of places that will interfere with combat sensors.
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January 31st, 2003, 10:45 PM
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Re: Weapons, engines and mods, Oh my!
Yea, but missles have great range. You can pull into range, fire the missles and back away until the reload time is done. I don't feel anything is wrong with missles. Torps are another issue.
(as is strategic combat) yuk
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January 31st, 2003, 10:48 PM
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Re: Weapons, engines and mods, Oh my!
[quote]Originally posted by Imperator Fyron:
Quote:
Some storms interfere with combat sensors (they give a penalty to hit). I think there might be a nebula or two that does that.
If you use FQM, there are a lot of places that will interfere with combat sensors.
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Exactly. If torps were the best weapon in a nebula, they would have a great, but limited use. and not much other balancing would have to be done then. maybe.
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January 31st, 2003, 10:53 PM
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Re: Weapons, engines and mods, Oh my!
Technically, combat sensors are unaffected by storms. The ships just get a penalty to hit.
Seekers are the only weapons that can be unaffected by storms.
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February 1st, 2003, 01:19 AM
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Re: Weapons, engines and mods, Oh my!
"You can pull into range, fire the missles and back away until the reload time is done."
And watch as they all get shot down?
Phoenix-D
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- Digger
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February 1st, 2003, 01:56 AM
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Corporal
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Re: Weapons, engines and mods, Oh my!
I'm still pretty new here but I for one like torpedoes. I'll put about 3 of them on a destroyer and go up point blank and fire away. The A I is usually concentrating on the bigger ships which I load with weapon,engine and shield destroying type weapons as well as the null space weapons.
The torpedoes are especially effective after the enemies shields have been eliminated by the other ships.
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February 1st, 2003, 02:18 AM
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Re: Weapons, engines and mods, Oh my!
PPBs, APBs, etc. do a lot more damage than those torpedoes per kiloton though.
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February 1st, 2003, 03:49 AM
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by Imperator Fyron:
Technically, combat sensors are unaffected by storms. The ships just get a penalty to hit.
Seekers are the only weapons that can be unaffected by storms.
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Urk? I think the assumption is that even when you don't have a CS component in the ship there are combat sensors of some sort involved. The ability is named 'Sector - Sensor Interference' after all.
Explain to me how seekers are affected by storms?
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