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				March 13th, 2002, 06:32 AM
			
			
			
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				 Meson vs. Anti-Proton 
 What are the real differences between these two energy based weapons? 
 I can only see slight differences in their costs and damage attributes.
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				March 13th, 2002, 06:51 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 Short run I like the Meason bLaster (less tonnage, damage that does not decrease with range) but for the long run go with APB's (LONGER range in later tech as well as better damage, also cost in research (I believe) is lesser than with Meason BLaster. 
That and it all comes down to personality, I love the Torp tech, but realisticly its not the greatest when faced with say PPB's or Wave Motion guns, or even DUC V's.  It'd be nice if there were differences such as bonus's to hit and such....but that is where modding comes in handy          I've got a mod out there (the D-Mod, for non-gold only so far....still gotta pay for gold      ) that addes tonnes of new weapons and bonuses for the current ones to differentiate  (sp) between weapons better.  (also try the Devnull modd, great stuff, or P&N, or..or..or..its the game that keeps on giving       )
 
 : ok, who spiked my tea.  I'm way to talky tonite:      
[ 13 March 2002: Message edited by: Deathstalker ]
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				March 13th, 2002, 08:35 PM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 "It'd be nice if there were differences such as bonus's to hit and such...."
 There is. Even unmodded. IIRC the torps get around a +10% bonus, the WMG around 60%. PD guns get 70%.
 
 Phoenix-D
 
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				March 14th, 2002, 12:11 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 Actually WMG has 30% bonus (which means that it will always have AT LEAST 30% chance of hitting target - no matter what) and torpedoes don't have any bonus.
 [ 13 March 2002: Message edited by: Daynarr ]
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				March 14th, 2002, 12:20 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 Meson BLasters make good secondary weapons later in the game. Something to fire at the enemy while your heavier guns recharge, or just something to squeeze into that Last few kT of space you have left.   
				__________________--
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				March 14th, 2002, 12:27 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 Wave Motion Gun, In my view, has a habit of always missing, Ship class to class, at Extreme range. 
Which makes Light Cruisers armed with Null guns real handy   
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				March 14th, 2002, 12:31 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 quote:Actually WMG has 30% bonus (which means that it will always have AT LEAST 30% chance of hitting target - no matter what) and torpedoes don't have any bonus
 
 That minimum to-hit thing has been fixed for gold.
 
It is now just a straight +30%.
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				March 14th, 2002, 12:46 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 Fixed? I consider that breaking it. I liked being able to give weapons a higher minimum to hit bonus. I guess the Target Acquired Gunnery Mount in Deathstalker's Mount Mod will have to be beefed up a bit (say, +1000 to hit bonus). |  
	
		
	
	
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				March 16th, 2002, 10:47 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
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				March 16th, 2002, 10:58 AM
			
			
			
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				 Re: Meson vs. Anti-Proton 
 He's saying this: Before Gold, WMGs had a minimum of 31% chance to hit at any range at which they could shoot, regardless of whatever other modifiers would be in play. You could have -180% or so, and you'd still have a 31% chance to hit.  AM torpedoes had a minimum of 11% (I think), and so on. Weapon mount bonuses did this too. In Gold, the minimum chance to hit has been "fixed" so that the weapon's chance to hit doesn't affect it. If you have Combat Sensors I and a WMG, you will still get a +25% and a +30%, for a total of +55%, to hit bonus. You will no longer have the increased minimum to hit, it will now be 1%. |  
	
		
	
	
	
	
	
	
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