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				February 4th, 2001, 06:33 AM
			
			
			
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 Private |  | 
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				 Imbalance:  missiles v beams 
 Hey folks,
 I'm loving this game, though I am finding something that makes not love it as much.  It seems that missiles are just way too powerful versus beam weapons.  I have a game where all of the AI's are using missiles mostly, and I am forced to as well, because even my best Cannons only have a range of 7.  Their missiles have huge ranges and huge power.
 
 There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.
 
 Am I off my rocker on this?  Can this be changed to balance things out?
 
 DrCheese
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				February 4th, 2001, 06:41 AM
			
			
			
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 Sergeant |  | 
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				 Re: Imbalance:  missiles v beams 
 More point defense and missiles won't be a threat anymore. Fill entire destroyers and light cruisers with PD. 
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				February 4th, 2001, 06:43 AM
			
			
			
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 Sergeant |  | 
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				 Re: Imbalance:  missiles v beams 
 Put 2 Point defense cannons on each of your ships and see how much better you will do in battle. |  
	
		
	
	
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				February 4th, 2001, 07:17 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Imbalance:  missiles v beams 
 Ah, so maybe you don't want to increase seeker speed like I have? If you have point defense, you can blunt the attacks. The increased speed just makes sure they only get one shot before they impact. 
 
 
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				February 4th, 2001, 07:50 AM
			
			
			
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 Corporal |  | 
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				 Re: Imbalance:  missiles v beams 
 doctorcheese wrote: quote:There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.
 
 
Actual, there is only one beam weapon: Phased Polaron Beams (PPBs).  These weapons are better than every other beam weapon except a (very) few racial-tech weapons.  Research Physics twice and then Phased weapons.  Ta-da, you now have the best beam weapon in the game.  You should be able to get these by turn 25 or so with most game settings.  Enjoy.
				__________________-Zan
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				February 4th, 2001, 07:52 PM
			
			
			
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				 Re: Imbalance:  missiles v beams 
 Consider using carriers?  Missiles can't target fighters...
 Do research PD, and use fleets with overlapping fields of PD fire (currently, since the distance function is $L_{\inf}$, I prefer wall -- almost all of my ships will be able to simultaneously commence firing at any given target).
 
 A more long-term goal is to research propulsion and stellar harnessing.  Solar Sail III + 6x Quantum Engine -->  12/6 speed, which will match any missile in the unmodified game (only plasma IV/V can go 6, IIRC.  And you really don't need QE; the level below it + Sail III gets you 11/6 due to rounding).  Then use a variant of the Maximum Range strategy, with "Maximum Range/Don't Get Hurt" as the movement strategies.  If you're a Propulsion Expert race, you can even be *faster* than the fastest missiles (13/7 in a BC hull; BB drops you to 12/6, even a DN will be 11/6 -- still as fast as a Plasma IV/V).
 
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				February 5th, 2001, 01:11 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Imbalance:  missiles v beams 
 As I have mentioned in another thread, I have enabled point defence at game start (but made subsequent researching a bit more expensive). This means that missiles (and fighters) have to be employed in mass to achieve results.In order to make the AI more challenging, I have altered their DesignCreation files so that they have to include 2 PD per 100kT of ship and have decreased the space requirement for AI PD....
 The AI opponents are much tougher to knock over......
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