Beams (including Phasers) & Heavy Beams

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GammaPaladin
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Re: Beams (including Phasers) & Heavy Beams

Post by GammaPaladin » Fri Oct 17, 2008 4:41 am

I don't know if it's a bug unique to cruisers with a PD section, but I had Liir PD cruisers with battle bridges (And therefore some HCLs), and even putting them on normal stance, moving them manually near the enemy, and having them face the target, they still wouldn't fire their beams.

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Space Voyager
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Re: Beams (including Phasers) & Heavy Beams

Post by Space Voyager » Fri Oct 17, 2008 7:00 am

Chernobog wrote:Normal mode works best in almost every situation.

Which is a shame. Better "autopilot" (read: AI behaviour) for ships is the only thing this game lacks. Seriously, there is more than enough races, research, everything. So Kerberos really could focus more on "fixing" the battles.
ErinysSolForce Intelligence has great difficulty penetrating Liir society to that depth, for obvious reasons. fibioLack of scuba gear?

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Errai's Hero
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Re: Beams (including Phasers) & Heavy Beams

Post by Errai's Hero » Fri Oct 17, 2008 11:22 pm

MrAlgothi wrote:I used Liirian Barrage sections on my dreads almost exclusively. However, I am willing to admit that it could just be me.

Your not alone Swimmer (I could be wrong on how the Liir would say something like this but it's been a while). Liir's the only race I really use, and Barrage is the only Dread Mission worth using, everything else your better off putting on a CR and save some cash. Seriously, what's the point of make yourself a huge target with BioWar on Dreadnaught, when you could put it on a much faster and more agile CR with Energy Absorbers. Not to mention the fact that there's more weapons on that thing than you can shake a Spiral Arm at (I couldn't think of anything that looked like a stick :( )
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Chernobog
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Re: Beams (including Phasers) & Heavy Beams

Post by Chernobog » Fri Oct 17, 2008 11:25 pm

There are legitimate alternatives. Try projector dreads, they're nice.

I've never quite seen the point of the biowar dread, to be sure...

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erdrik
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Re: Beams (including Phasers) & Heavy Beams

Post by erdrik » Sat Oct 18, 2008 12:04 am

Becuase with the approriate PD its survivablity allows it to close to the planet regardless of most resistance?

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kknd2
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Re: Beams (including Phasers) & Heavy Beams

Post by kknd2 » Sat Oct 18, 2008 5:43 am

erdrik wrote:Becuase with the approriate PD its survivablity allows it to close to the planet regardless of most resistance?


and War has its uses... cept on morrigi DN,s where some brillantly stupid designer decided to place the side beams in the most illogical places...
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Re: Beams (including Phasers) & Heavy Beams

Post by Chernobog » Sat Oct 18, 2008 5:50 am

erdrik wrote:Becuase with the approriate PD its survivablity allows it to close to the planet regardless of most resistance?

Don't worry so much about stopping the ship, just shoot the missiles out of their tubes...

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Re: Beams (including Phasers) & Heavy Beams

Post by kknd2 » Sat Oct 18, 2008 6:27 am

anyone know what weapons are effected by the Quark Resonators Upgraid? I reallly want to know this. since it sys "beam weapons" I figured to ask here.
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Re: Beams (including Phasers) & Heavy Beams

Post by Chernobog » Sat Oct 18, 2008 6:48 am

kknd2 wrote:anyone know what weapons are effected by the Quark Resonators Upgraid? I reallly want to know this. since it sys "beam weapons" I figured to ask here.

Uh...you mean Quantum Capacitors, right? Quark Resonators is an armor tech that has nothing to do with beam weapons.

I think the answer is 'not really'. Presumably some subset of phasers, PD phasers, laser beamers, HCL weapons, and particle beams...

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Re: Beams (including Phasers) & Heavy Beams

Post by kknd2 » Sat Oct 18, 2008 7:33 pm

Chernobog wrote:
kknd2 wrote:anyone know what weapons are effected by the Quark Resonators Upgraid? I reallly want to know this. since it sys "beam weapons" I figured to ask here.

Uh...you mean Quantum Capacitors, right? Quark Resonators is an armor tech that has nothing to do with beam weapons.

I think the answer is 'not really'. Presumably some subset of phasers, PD phasers, laser beamers, HCL weapons, and particle beams...


ya sorry, Quantum Captacitors, still want to know.
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While they argue about it, the Zuul comes along, drinks what's left, and removes all doubt. - KKND2

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erdrik
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Re: Beams (including Phasers) & Heavy Beams

Post by erdrik » Sun Oct 19, 2008 4:17 pm

Chernobog wrote:
erdrik wrote:Becuase with the approriate PD its survivablity allows it to close to the planet regardless of most resistance?

Don't worry so much about stopping the ship, just shoot the missiles out of their tubes...

hmmm... I always thought the appropriate tactic with DNs was to include support/escort ships...

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kknd2
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Re: Beams (including Phasers) & Heavy Beams

Post by kknd2 » Sun Oct 19, 2008 9:00 pm

erdrik wrote:
Chernobog wrote:
erdrik wrote:Becuase with the approriate PD its survivablity allows it to close to the planet regardless of most resistance?

Don't worry so much about stopping the ship, just shoot the missiles out of their tubes...

hmmm... I always thought the appropriate tactic with DNs was to include support/escort ships...


there are 2 basic schools of thougt on DN use, the "Trump Card" and "Lead Element" schools.

"Trump Card" belives that DN's ought to be employed 3-4 at a time in an engagement, making use of the diffaculty in degreading their firepower through damage, and retreating them when neccacary to achive domiance of the battlefield. It cites the massive concentration of firepower in a single place as the key to overwheming any defence without risking defeat in detail.

"Lead Element" belives that DN's ought to be used 1-2 at a time, often as the center of a task force of all ship sizes and types, using the felxablity of roles and ablity to command a larger area of an engagement to prevent the enemy from achiving superiority in any locale. it points out that DN class ships can not be divided up into parts to engage multiple threats, and are slow and ponderus to menuver, support craft of other sizes and roles make up for this deficency.

While both methods can, and do, work, I tend to favor a few "Trump Card" fleets, and orginize my navy around "Lead Element" lines otherwise, the ablity to break up a force to meet many needs at a time on the strategic level is paramount in my decision.

intrestingly, weapons loadouts to counter each often differ. "Lead Element" groups are better faced with accurate weapons that can engage the support craft effectivly at any range. while "Trump Card" fleets need to be faced down with either ultra long range firepower, via drones missles or torpedos, or massively distructive but innacurate weapons like Primary Beams and Projector arrays.
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While they argue about it, the Zuul comes along, drinks what's left, and removes all doubt. - KKND2

manty5
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Re: Beams (including Phasers) & Heavy Beams

Post by manty5 » Mon Oct 20, 2008 12:09 pm

Of course, you can always put a few extra dreads into a "lead element" attack group and then it can be either kind of attack group at will.

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Re: Beams (including Phasers) & Heavy Beams

Post by AlanF5 » Mon Oct 20, 2008 3:51 pm

Gamma: It's funny no one else has said this, but... Ships in normal stance only turn to point their noses at a target which as been manually assigned. Without a target designated by you, they just face whatever direction thier move arrow indicates. See if that helps you any. If not, you've got a bug.
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GammaPaladin
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Re: Beams (including Phasers) & Heavy Beams

Post by GammaPaladin » Mon Oct 20, 2008 10:52 pm

Oh, I know that... I think it was a bug specific to the Liir PD cruisers. I'll have to see if I can get it to happen again, but I don't really like playing the Liir, so I dunno when that'll be.

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