|
|
|
|
|
July 19th, 2003, 10:54 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Tractor Beam III useless
This might have been noticed ages ago, but it could easily be fixed in a mod and/or patch - the Tractor Beam III is useless, since it pulls ships in by 4 squares, but its range is 4, so it can't GRAB ships from far enough away to move them 4 squares, making it no better than the Tractor Beam II, which is cheaper!
__________________
The Ed draws near! What dost thou deaux?
|
July 19th, 2003, 10:56 PM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Tractor Beam III useless
So technically it's not useless, just a little inneficent.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
July 20th, 2003, 04:23 AM
|
|
Lieutenant Colonel
|
|
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tractor Beam III useless
I don't know if the game still does this, but I believe any excess "damage" from the tractor beam not used in pulling in the opposing ship is applied to the opposing ship. So, if you use a T-Beam III at point blank range, four damage would be applied to the ship fired upon.
Now that I think about it, could be an... interesting weapon, if it still "works". I really only noticed it when I put a bunch of T-Beam, weapon, Repulsor weapon combos on a starbase, and made all of them Massive mounts (the overkill didn't occur to me, I just wanted range). It might be able to be modded to a weapon a la Graviton Hellbore, only... different
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
|
July 20th, 2003, 04:36 AM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tractor Beam III useless
all damage from T and R weapons applies as effect + normal damage. So if you make a tractor do 500 damage it might well kill a ship. Same with Warp guns.
__________________
Let the game begin!
Green bug from outa space!
|
July 21st, 2003, 02:45 AM
|
|
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tractor Beam III useless
I've always thought Tractor beams shoudl have a longer range -- say, damage^2 ... so a TR3 which does 4, should reach out to range 16. The idea is to get things closer, right? So, why would you use such a weapon, if you're already darned close to begin with ... ?
Repulsor beams, OTOH, should have range inversely related to how hard they can push, IMO. The further out a single Repulsor can kick you, the less it should affect you with each "kick".
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|
July 21st, 2003, 03:44 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tractor Beam III useless
That's one of the things I made in the Star Wars mod. Shor range beam weapons combined with long range tractor beams.
|
July 21st, 2003, 07:09 PM
|
|
Sergeant
|
|
Join Date: Apr 2001
Location: Minneapolis, MN, USA
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tractor Beam III useless
Massive mount Repulser beams are real nice an a Baseship with Null Space weapons. Maul the ship and then fling the shell 20 squares away for later cleanup.
Nice on Massive Starbase mounts too.
--------------
As for range 4, effect 4 tractor beams, it would be nice if they would make you Ram if that is your orders. This would give Ramming ships a nice boast to their strike range. It appears that tractor beams bring the ship adjacent, so your next movement (possibly next turn) would execute the RAM>
|
July 22nd, 2003, 02:39 AM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tractor Beam III useless
or use MM SD, MM SD, MM ID, MM RB for better range and cost, plus fired every turn.
__________________
Let the game begin!
Green bug from outa space!
|
July 22nd, 2003, 05:23 AM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Tractor Beam III useless
Why would you want to put repulsors on a starbase? That just keeps the enemies out of range so they just surive and blockade you...
__________________
The Ed draws near! What dost thou deaux?
|
July 22nd, 2003, 02:26 PM
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tractor Beam III useless
Quote:
Originally posted by Ed Kolis:
Why would you want to put repulsors on a starbase? That just keeps the enemies out of range so they just surive and blockade you...
|
When any fleet that takes on a Starbase is going to come with "Don't Get Hurt" support ships that will blockade your immobile planet anyway it would be easily worth it to throw ships that are potentially still dangerous away from your precious planet.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|