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				July 19th, 2003, 10:54 PM
			
			
			
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				 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!   
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				July 19th, 2003, 10:56 PM
			
			
			
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				 Re: Tractor Beam III useless 
 So technically it's not useless, just a little inneficent.   
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				July 20th, 2003, 04:23 AM
			
			
			
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				 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      
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				July 20th, 2003, 04:36 AM
			
			
			
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				 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. 
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				July 21st, 2003, 02:45 AM
			
			
			
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				 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".
 
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				July 21st, 2003, 03:44 AM
			
			
			
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				 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. |  
	
		
	
	
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				July 21st, 2003, 07:09 PM
			
			
			
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				 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.
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 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>
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				July 22nd, 2003, 02:39 AM
			
			
			
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				 Re: Tractor Beam III useless 
 or use MM SD, MM SD, MM ID, MM RB for better range and cost, plus fired every turn. 
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				July 22nd, 2003, 05:23 AM
			
			
			
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				 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...   
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				July 22nd, 2003, 02:26 PM
			
			
			
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				 Re: Tractor Beam III useless 
 
	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.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...
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