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February 24th, 2005, 04:29 PM
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Corporal
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Join Date: Jan 2005
Location: Colorado
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Re: 4200 Damage out to range 8!
Quote:
NullAshton said:
Shield generator damaging weapons. Without shield generators, those shield points would have nowhere to go!
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Not sure what you mean by this. Can you explain. Do you mean shield depleters?
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February 24th, 2005, 04:35 PM
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General
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Re: 4200 Damage out to range 8!
Shield Disrupters come with Shield Damaging Weapons (as Shield Depleters) after some research in this area. They shut down shield generators, but have a short range and are very costly. They can be useful if you are overwhelmed by shielded vessels, but Shield Depleters are better otherwise, especially if you want to fight at long range.
Combat Sensors give you a huge bonus to accuracy, and ECM gives a similar bonus to defence. These two cancel each other, so they will not do anything in particular if the target has these two components too. However, if they have ECM and Combat Sensors and you do not, all your weapons will miss and all of theirs will hit, so Combat Sensors and ECM are needed.
Your research list seems fine: there may be a few other things interesting for you, but you will find them as you play the game. You have the essentials covered here, and your vessels should perform much better in battles with these upgrades.
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February 24th, 2005, 04:40 PM
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Corporal
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Re: 4200 Damage out to range 8!
Thank you guys for your help. I will try this when I get out my prison (work).
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February 24th, 2005, 04:44 PM
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Major General
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Re: 4200 Damage out to range 8!
Shield disruptors would be good against crystalline armor, it would remove the shield generators, which generate the shields. No shield generators, crystalline armor is useless.
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February 24th, 2005, 04:47 PM
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Re: 4200 Damage out to range 8!
Quote:
NullAshton said:
Shield disruptors would be good against crystalline armor, it would remove the shield generators, which generate the shields. No shield generators, crystalline armor is useless.
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There are only three Crystalline Armours in this case, so that property of the Crystalline Armour is nearly irrelevant here. Even without a shield, the CA is hardly useless though: it is still much better than regular armour, being both cheaper and 25% stronger.
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February 24th, 2005, 04:49 PM
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Re: 4200 Damage out to range 8!
Still would remove its primary ability...
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February 24th, 2005, 04:50 PM
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Corporal
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Re: 4200 Damage out to range 8!
Quote:
NullAshton said:
Shield disruptors would be good against crystalline armor, it would remove the shield generators, which generate the shields. No shield generators, crystalline armor is useless.
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Ok now I get it. If the AI had more armour like 10 then the disruptors would be really useful. Ok thanks. I will remember that.
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February 24th, 2005, 04:57 PM
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Re: 4200 Damage out to range 8!
The armour will be able to regenerate, what, perhaps 75 shield points in the current setup, less than what an extra APB would do (an APB takes the same space as a Shield Disruptor if memory serves, or the Shield Disruptor is bigger).
A vessel with 10 Crystalline Armour is immune to anything doing less than 150 damage points in a single hit (normal damage that is), unless using specific designs. In this case, a Shield Disruptor would have indeed been useful, as the regeneration can be very annoying. (There are other ways to deal with a Crystalline Armour however, but this is another topic)
Shield Disruptors can also be good if you are annoyed by vessels with a lot of shield generators. However, Shield Disruptors do not do enough damage to take down more than a few shield generators per hit, and you will need to close to range 2 or range 1 to do a lot of damage, so it does not go well with a "fight at maximum range" plan.
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February 24th, 2005, 05:03 PM
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Re: 4200 Damage out to range 8!
Crystalline armor only affects hits on the hull. It doesn't divert the damage to the shields, damage is still done TO the shields. If you wanted it to divert the damage to the shields and not take it, I guess you could add an emmisive trait...
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