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March 30th, 2001, 04:24 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Point Def. too tough against missiles-change it.
In my mod, I went with splitting PD into two techs.
1) PDCs - same as before, but range reduced by 50% or so & limited at 3. This means that the PDC is only gonna protect you, and maybe the guy right beside you.
2) PDLasers - long range, up to 7, but damage reduced to 50%. These guys can protect your entire fleet, but you need a LOT.
So, what you have is a tradeoff, either take PD that defends you well, or take PD that defends the entire fleet, but not as effetively
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March 30th, 2001, 05:12 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Point Def. too tough against missiles-change it.
Thats what I like. No one component is the answer you need the right mix.
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March 30th, 2001, 06:11 PM
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Corporal
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Join Date: Dec 2000
Location: Sherman, TX, USA
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Re: Point Def. too tough against missiles-change it.
I disagree. I think that the PD's are fairly balanced. Maybe a slight increase in missile speed is warranted. What I like is the external missile pod (ala David Webb's Honor series) component. It is a one shot deal in combat because it has a reload rate of 30, but it only takes up 1 space (10KT). Usually I Put these on smaller ships with some continuous weapon like a DUC or MB, or APB. I now get one shot to overload the PDs. Add a mix of missile ships with normal 3 reload missiles and I have an effective mix. One turn of massed fire to overload the PDs, then a mix of missiles and continuous fire. I think this balances out very well.
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March 30th, 2001, 06:35 PM
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Corporal
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Join Date: Dec 2000
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Re: Point Def. too tough against missiles-change it.
Now that sounds like a cool idea. Have you posted it? Are there other changes?
quote: Originally posted by suicide_junkie:
In my mod, I went with splitting PD into two techs.
1) PDCs - same as before, but range reduced by 50% or so & limited at 3. This means that the PDC is only gonna protect you, and maybe the guy right beside you.
2) PDLasers - long range, up to 7, but damage reduced to 50%. These guys can protect your entire fleet, but you need a LOT.
So, what you have is a tradeoff, either take PD that defends you well, or take PD that defends the entire fleet, but not as effetively
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Regards,
KiloOhm
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KiloOhm
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March 30th, 2001, 06:41 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Point Def. too tough against missiles-change it.
I still think the biggest problem is with the accuracy of both PD and missles. If they both were about half as accurate as they are now I think it would reduce a lot of the complaints.
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March 30th, 2001, 06:44 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Point Def. too tough against missiles-change it.
It just happens to be a part of the Pirates mod I made. Check out the "A pirates Life for me" thread for details & files.
PS: I only created the mod, most of the ideas are from others who posted in the thread.
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March 30th, 2001, 07:07 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Point Def. too tough against missiles-change it.
check out the new 1.33 list, #25 &27, speed for seekers is up but the bonus for pdc has been increased to. I find that my crystal torp are useless as it is (to easy to shoot down) with a rof of 2, this may hurt seekers even more.
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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