Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: phatosealpha on January 04, 2005, 11:40:33 pm
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So I'm probably way behind the times. Sue me.
But I've just been looking over the weapons.tbl...and from the look of it, the prometheus-R is a step down from the Subach in every way possible. Over an equivalent period of time, the subby will do more damage against hulls, shields, or subsystems, and use less energy to boot. Both have equal range....and for the life of me I can't figure out what the point of the Prometheus-R is.
So, is there some factor I'm overlooking, or is the prometheus-R really just a useless piece of junk?
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It's useless. Besides, the Mekhu pwnz!
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To look cool?
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OK, so it's not just me missing something. Thanks guys.
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'Tis a steaming pile of poopoo, right enough. Double Subachs all the way until you get the Prom S. :nod:
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The Prometheus R is the short form for Prometheus Retard, as it's commonly called. :p
It's given to n00bs so they can go and play without actually hurting anyone.
Seriously, it has limited effectiveness against hull, but is totally worthless against shields. The Mekhu is better all around, while it is roughly as effective as a Subach.
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I would like to tell everyone that as a matter of fact I am not kietotheworld.
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What the hell?
Your first post is that in a completely unrelated topic?
The n00bs are getting out of hand, imho
And yes, it is indeed ****.
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Good to hear.
Anyway, what makes the Prom-R useful? HFH makes the Prom-R useful. ;) :nod:
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If you make it a fixed loadout, I'm not going to play your campaign :p
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Relax. It's a 4/3 weapon now, instead of a 4/1. I'm not that sadistic, to give you Prom-R's unaltered. :p
I gave it the stats I always thought it should have. "The Prometheus cannon packs a wallop, but it will drain your energy reserves." Well now it actually does pack a wallop, like Samsa said.
It's still inferior to the Prom-S, but since I can promise you won't get any Prom-S's until 2/3 of the way through the campaign, you should take what you can get. :nod:
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Originally posted by Notkietothworld
I would like to tell everyone that as a matter of fact I am not kietotheworld.
Please refrain from spamming our forums. I'm sure you wouldn't like to be tarnished with that reputation so early on. I'll be keeping an eye on you to ensure that spamming alone is not your intention here.
With that in mind, welcome to Hard Light Productions.
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Originally posted by Kalfireth
Please refrain from spamming our forums. I'm sure you wouldn't like to be tarnished with that reputation so early on. I'll be keeping an eye on you to ensure that spamming alone is not your intention here.
With that in mind, welcome to Hard Light Productions.
I'm 96% sure that that is, in fact, Kietotheworld, making a joke about Cobra2.
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Originally posted by High Max
Kaysers are the best. A lot of campaigns have the Kayser available throughout most of the campaigns. The best thing you can do is load all your wingmen and yourself with Kaysers and never let your wingmen use dumbfires, only yourself. Instead, load them up with aspect-seekers. Doing this will make it much more likely to do great on missions.
I disagree. Kaysers drink far too much power. Fine, give 'em to yer wingmen, but I hate the things. I always end up running out of gun power at the critical point (ie. I've taken down the target's shields and given it a pasting, and then run out of juice just as I line up the fatal shot). And they're dreadful for attacking capships. You can only shoot things up for a second or two, and then you have to wait for the recharge... Gimme a quad bank of Prom S over Kaysers any day. They take less power, are almost as effective, and have 50% longer range. Also, the bolts move faster, so getting a hit on a fast target is easier. So there :p
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Originally posted by pyro-manic
I disagree. Kaysers drink far too much power. Fine, give 'em to yer wingmen, but I hate the things. I always end up running out of gun power at the critical point (ie. I've taken down the target's shields and given it a pasting, and then run out of juice just as I line up the fatal shot). And they're dreadful for attacking capships. You can only shoot things up for a second or two, and then you have to wait for the recharge... Gimme a quad bank of Prom S over Kaysers any day. They take less power, are almost as effective, and have 50% longer range. Also, the bolts move faster, so getting a hit on a fast target is easier. So there :p
I love juggling my power settings so I like Kaysers :).
I usually put my power settings buttons on my throttle and switch to full weapons everytime I pull behind my targets. (then revert to my normal settings when the target dies or runs off) Takes forever to drain your reserves even with an Enryies.
Though I agree with you that Prom S is much better in many things. I prefer to have a prom s on one bank and a kayser on the other. Although Im not sure, it seems to do much more damage then dual Ks.
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Originally posted by High Max
Kaysers are the best. A lot of campaigns have the Kayser available throughout most of the campaigns. The best thing you can do is load all your wingmen and yourself with Kaysers and never let your wingmen use dumbfires, only yourself. Instead, load them up with aspect-seekers. Doing this will make it much more likely to do great on missions.
Kaysers aren't always available, and I find them kind of draining to use myself. I prefer the Prom-S over it in most circumstances (the longer range is a big plus). At least, assuming the Prom-S is available. You know how bad the argon shortage has been now that the nebula isn't accessible. ;)
But I do agree with you on wingmen using dumbfires. They shouldn't use em at all, unless they have a cruiser or a bunch of freighters to shoot at.
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My ideal loadout:
An Ares, with
A Kayser in the 4-gun slot
A Maxim in the 2-gun slot
Tornadoes
Trebuchets
Total pwnage in the last missions of FS2 or Derelict. I can take out half the Shivan fleet single-handedly. ;7
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What I find ridiculous is the availibility of Kaysers in most user made campaigns. They are prototype first grade weapons for heaven's sake!
Unless you're serving in a top squadron or Omega division of SOC you'll never get close to them even in 10 years after Capella.
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Originally posted by Goober5000
My ideal loadout:
An Ares, with
A Kayser in the 4-gun slot
A Maxim in the 2-gun slot
Tornadoes
Trebuchets
Total pwnage in the last missions of FS2 or Derelict. I can take out half the Shivan fleet single-handedly. ;7
Same here, but switch the Kaysers for Prom Ss, and the tornadoes for harpoons...
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i find that the maxims drain power faster than kayers, so i usually go Kayser/PromS when possible.
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Maxim works better in taking down those cruisers in the last few missions, though :).
Just point to the nearest Cain, stay out its AA weapons range, put all your power reserves to Weapons and watch it go down in flames in a minute or so.
Fun :)
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Difficulty absolutely effects power consumption. Has since FS1. Load up quad banshees on a herc, set it to very easy, you can fire all day. Set it to hard...well, firing all day isn't gonna happen.
I'm actually inclined to loading up an areas with quad maxims and dual kaysers in the last mission. Just seems most quad guns end up missing 2/4 shots when firing on fighters anyway, so I just use the duals, and save the quad guns for ripping into easy to hit cruisers with the maxim.
Eh...do the hornets/tornados work well for other people? Tornados don't seem to fare too badly, though not great, but hornets miss entirely too much to be useful, imho. Not when harpoons are available.
Actually, most FS1 weapons had that issue. Ended up being practically dumbfire dependent except when bombs are required, and even then I was cursing them for not having a dumbfire heavy rocket ala tie fighter.
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Originally posted by phatosealpha
Eh...do the hornets/tornados work well for other people? Tornados don't seem to fare too badly, though not great, but hornets miss entirely too much to be useful, imho. Not when harpoons are available.
[/B]
For me since you can carry an more Hornets then Tornados(and basically the same damage ), I usually pick hornets if I plan to take down lots of slow moving targets like cruisers or stationary sentries.
Of course like the Prom Rs, I think Hornets are not used a lot. I personally would rather pick Harpoons for zippy targets like fighters, tornados for heavy fighters and bombers and big missles like trebs or bombs for cruisers or capships.
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--perseus--
primaries:
kayser
prom-S
secondaries:
hornet/tornado (whatever i can get)
harpoon
~~~
on medium difficulty, this works like a charm. unless i feel like racking up kills, i like to chase after fighters, damage them until my weapon energy runs out (sometimes i kill em, im not complaining :) ), and then either follow up with a final missile (close range) or let my wingmen get it later.
as for the prom-R, the only point seems to be decent early-game hull damage (ie cruisers)
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Even on hulls, you're better off with the subach. The much higher rate of fire ends up causing more damage.
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in the main FS2 campaign, when they gave you the prom-R, i just kept on using subachs.
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Originally posted by Carl
in the main FS2 campaign, when they gave you the prom-R, i just kept on using subachs.
Same here.
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wow I just checked the numbers and it was a lot worse than I though, the subach's damage rate values are 67.5:52.5, the prom-r, 44:32
(A:S)
and hell the energy use for a prom is 1.33_, subach is only 1
at least they have the same weapon range (900 meters)
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Originally posted by Bobboau
wow I just checked the numbers and it was a lot worse than I though, the subach's damage rate values are 67.5:52.5, the prom-r, 44:32
(A:S)
and hell the energy use for a prom is 1.33_, subach is only 1
at least they have the same weapon range (900 meters)
So the pretty much sums it - Prom Rs are useless :p .
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Originally posted by Black Wolf
I'm 96% sure that that is, in fact, Kietotheworld, making a joke about Cobra2.
Actually its not...
But I could be lying... ;7
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Originally posted by phatosealpha
Eh...do the hornets/tornados work well for other people? Tornados don't seem to fare too badly, though not great, but hornets miss entirely too much to be useful, imho. Not when harpoons are available.
Some of the SCP releases screwed up the missile tracking, making the Hornets almost useless. Retail is much better. I think this has been fixed in the most recent builds, but I haven't tested them yet.
I prefer tornadoes in the last few missions because they track better than Hornets. In a pinch, they work well against both fighters and bombers.
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The Hornet requires a little rudimentary knowledge of how it works to make it function well.
The Tornado flies a lead-intercept course, but the Hornet flies lag-pursuit until directly behind the target, then goes for it. Hornets function quite well when fired from an area within a 45 degree or so cone from the target's 6 o'clock.
The Tornado, on the other hand, is FS2's "wish me dead" missile. A double volley of Tornados will kill almost any fighter and take a big chunk out of most bombers. The only reason I use Harpoons more often is that I can pack so many more missile volleys on. And that the Harpoon can serve in a subsystem-destruction role in a pinch.
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Originally posted by ngtm1r
The Hornet requires a little rudimentary knowledge of how it works to make it function well.
I agree. I have good friend who prefers Hornets just because he was a die hard FS1 player and loves the skill involve in getting those things to hit properly. Its amazing how he manages to nail everything except the fastest fighters like Manticors and dragons with it :)
ngtm1r:
Soyakaze, eh? Say "hello" to Harumi for me please ;)
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Isn't that spelled Soyokaze?
I wish I knew what the Soyo means though, since I know kaze means wind.
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Originally posted by Cabbie
ngtm1r:
Soyakaze, eh? Say "hello" to Harumi for me please ;)
I will if I see her, doubtful though...since the aerospace group is only half the size it should be, but is trying to do the work of a full-strength one...
Isn't that spelled Soyokaze?
The Soyakaze was from Silent Threat, the destroyer you were stationed on following the destruction of the Krios.
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Oops, I misunderstood the references. :)
Soyakaze was also a destroyer in an 1990ish anime called Irresponsible Captain Tylor. And your right, Flasher it's spelled Soyokaze, my bad. It means "Gentle Breeze/wind"
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Originally posted by Cabbie
Oops, I misunderstood the references. :)
Soyakaze was also a destroyer in an 1990ish anime called Irresponsible Captain Tylor. And your right, Flasher it's spelled Soyokaze, my bad. It means "Gentle Breeze/wind"
Uhm...it's actually F - L - A - S - E - R.
I'm not some perv, but a mad Laser derivative.