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October 14th, 2002, 03:57 AM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: Problems with "New" Organig Armour.
Ok, now I've lost all track of what the change is. I understand that the regen pool is gone but what are the other changes?
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October 14th, 2002, 04:01 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Problems with "New" Organig Armour.
After combat, if the OA ship has any armor left, it all self heals.
Its the same as if you played tactical, left one severely crippled enemy ship alive, and wait for your ships to self-heal before finally killing it and ending the combat.
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October 14th, 2002, 04:28 AM
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First Lieutenant
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Join Date: Mar 2002
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Re: Problems with "New" Organig Armour.
Let's see if I've got this right.
I have a ship with five OA comps, four are destroyed in combat, but after the combat those four heal back because I had one left.
Is that how it works? If so, that's a big change.
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October 14th, 2002, 04:45 AM
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Shrapnel Fanatic
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Re: Problems with "New" Organig Armour.
So does Organic Armor still heal during combat like it always has, or is that gone, or what?
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October 14th, 2002, 06:15 AM
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General
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Re: Problems with "New" Organig Armour.
If you eliminate the storage of regeneration points when the armour is not damaged, then you are going to have to make all pieces about 150 to 300 kt stronger to make them worthwhile, as you can usually expect your ships to have at least 5 turns before the range closes, and it's currently not overpowered. Either that, or double or triple the regeneration rate. After all, it has to be at least as useful as shields are to be worthwhile, and the ability to repair after combat if the ship isn't destroyed is useless if the ship will always be destroyed.
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October 14th, 2002, 09:15 AM
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Colonel
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Re: Problems with "New" Organig Armour.
Well no, organic armor is a useful piece of defense because of its regeneration rate- its a shield and shield regenerator, both in 30kT and it costs ORGANICS. I like the introduced change because it makes sense, and increasing regen instead would make it realy overpowering.
I though would like to see changes being made to its counterpart, Crystalline Armor which is realy underpowered in anything but its low cost.
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October 14th, 2002, 10:13 AM
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National Security Advisor
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Re: Problems with "New" Organig Armour.
Not only does OA have a good protection rate and use organics, but it doesn't even cost very many organics. They also don't suffer from bypassing via phased weapons, or lowering via depleters, or destruction via shield-destroying weapons. They do suffer to shard cannons, though those are expensive and low-damage.
Actually, OA was pretty darn over-powerful before this, but only IF and WHEN it was used in small battles, especially one-on-one battles. It was quite possible for say a cruiser with OA to avoid all damage from an entire 30-turn engagement with a single other cruiser, or certainly long enough to destroy the other cruiser.
However, what usually happens is a larger battle with more ships and more concentrated fire, so very frequently, all of the organic armor on one ship can be destroyed in one turn (by fire from multiple enemy ships), in which case it doesn't get a chance to heal.
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