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January 31st, 2003, 10:15 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by atomannj:
[QB]Ship size:
Weapon tweaks:
-torpedoes get +15% to hit and reduced size to 40k
-Missiles are reduced in size to 25k.
-Plamsa Missile stays at 50k but can now pierce armor.
-High Energy Weapons (Ripper,Incinerator,Wave Motion) cause Double damage to sheilds.
-Graviton Hellbores can now pierce all shields
-Massive Shield Depleter reload set to 5
-Massive Ionic Disperser reload set to 5
[QB]
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Could be interesting: I'd recommend the following:
torpedoes: give a higher bonus to hit. Like +30.
missiles: 25kt seems too drastic. I'd make them 40kt and a lot cheaper.
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January 31st, 2003, 10:19 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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January 31st, 2003, 10:44 PM
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Shrapnel Fanatic
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Re: Weapons, engines and mods, Oh my!
Quote:
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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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Sergeant
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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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Sergeant
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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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Shrapnel Fanatic
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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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