Poll

What tactical weapons do you use?

Akhenton SDG
8 (19%)
Morning Star
12 (28.6%)
Lamprey
0 (0%)
Circe
6 (14.3%)
I use tactical weapons when they are default
4 (9.5%)
I never use tactical weapons
12 (28.6%)

Total Members Voted: 42

Voting closed: June 22, 2003, 09:21:04 am

Author Topic: Tactical weapons  (Read 10899 times)

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Offline TopAce

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Quote
Originally posted by Flaser
Though the Kayser's so powerful that sometimes I believe it's a cheat...


It consumes very much energy therefore. This balances(and sometimes) reduces its effectiveness in dogfight. The worst thing is that you are waiting for your generators to reproduce lost power, and to be able to fire again. And ever worse if you are using laser energy to transfer it into lost shield energy(I use this, and this is a reason I would prefer the Prom S or the Subach to the Kaysers.)
It is really 'aseffectiveasgod'srage :D' onboard an Erinyes, or a Myrmidon, if you can aim well, and you can release your fingers off the fire button, Kaysers can be ideal.

Attacking cruiser with Kaysers eh? Somehow not my style.
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Offline Flaser

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The Maxim is pretty much the only viable anti-capship primary wepapon for anything tougher than a Leviathan or a Lilith.
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Offline TopAce

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Quote
Originally posted by Flaser
The Maxim is pretty much the only viable anti-capship primary wepapon for anything tougher than a Leviathan or a Lilith.


Above the Lev or the Lilith, there are the corvettes, which have the 'big damage' flag, which means they don't inflict damages from lasers, and weaker warheads. This is one of the stupidest thing in FS2. In FS1, If I wished, I could destroy even a Demon destroyer alone. Of course, before I disabled its weapon subsystem and destroyed its upper/downer heavy turret(They had the Shivan Megafunk, in FS2, they are LReds.)
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Offline karajorma

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Quote
Originally posted by TopAce


Above the Lev or the Lilith, there are the corvettes, which have the 'big damage' flag, which means they don't inflict damages from lasers, and weaker warheads. This is one of the stupidest thing in FS2. In FS1, If I wished, I could destroy even a Demon destroyer alone. Of course, before I disabled its weapon subsystem and destroyed its upper/downer heavy turret(They had the Shivan Megafunk, in FS2, they are LReds.)


So you're saying FS2 is stupid cause it won't let you destroy a 2km long ship armed with the puny lasers on a 30m ship :lol:

Frankly I think it's the other way round that is stupid. Capships are meant to be these huge monsters killable only by lots of bombing or something else their size. To be able to kill one with a single fighter is just plain ridiculous.
 Everyone complains about the end of Silent Threat being stupid and you think we should have more missions like that? :D
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Offline TopAce

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But if hundreds of fighters are firing upon a Moloch with Kayser, or Prometheus, and in addition some hornet swarms(which are good against hull), the Moloch has no chance to survive regardless its size. Corvettes are no as big as we can call it a 'monster'.
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Offline Flaser

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Quote
Originally posted by TopAce
But if hundreds of fighters are firing upon a Moloch with Kayser, or Prometheus, and in addition some hornet swarms(which are good against hull), the Moloch has no chance to survive regardless its size. Corvettes are no as big as we can call it a 'monster'.


There already was a thread that dealt with this among with a new damage model.
The suggestion was adding certain armor factors to ships.
I think we could use some D&D statistics to calculate damage:
say you fire a prom with a damage around 20-multply that with a factor between 0 to 1,1.
If the result is lower than 0,1 the shot does not do any damage at all - if it's 1.1 you hit something very sensitive, so the damage should be doubled, tripled or the blow the system in question.
The later would happen if the shot passed another "roll" and still archieved 1.1 so it would be like 1 in a 1000 to make chances realistic.
Furthermore all the ships should have an armor factor that gets substacted from the multyplied damage - so with a puny laser you'd do some real damage only once in while.
Armor could have a damage absorption ratio - an certain percent of the damage would be substracted from each shot.

This percentage on the other hand would do damage, only it would be substracted from the armor rather than the ships hull or the subsystem.
So in the long term, if you keep pounding a part of the ship, it would inflict more and more damage.
Subobjects shouldn't behave like this.

The later would be hard to achieve - the ships' surface would have to be divided into roughly equal surfaces.
If we used poly the problem would be their size - some are too big, and even assigning a bigger value wouldn't counter that, so it's gona be a hard task.

Moreover certain parts of the ship could contain only a "part of the ship's hull". So the total ammount of hull in percentages dispersed across the hull would refer to around 120-200  percentage of the total hull, so destroying certain parts of a ship would kill it, while it would make do with a blown section.

This could be easier to implement using invisible subsystems containing the ship's hull.

All suggestions are definilty SCP projects, though the first one is only a minor coding issue - I "guess".

The later two are a hell a lot of problem:
-A system could be developed to automatically divide the surface of a ship into equal sections.
-Same goes for hull.

-Both should be controlable. The data should be stored separatly for the sake of backward compabitliy.
-It could be a pain in the *** to do existing models.

-Existing models could be modified - even bigger pain in ***...
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline aldo_14

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Quote
Originally posted by TopAce


Yeah, true! Give up speaking 'advanced' English!:thepimp:


To qoute from one of my classes this year

"Anacronyms are a compressed foreign language for second lagnuage users"

And; IIRC == "If I Remember Correctly"

It took me ages to work out what some of these meant..........

 

Offline DeepSpace9er

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I personally dont use tactical weapons :ick. If anything, the Aketon maybe for disabling ships. My normal loadout for the Erin is a Kayser and a Maxim.. maxim for the cruisers, kayser for the fighters... best combo possible period. For the Herc II i bring two kaysers... easier to handle on the smaller ship.:D

 

Offline SKYNET-011

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Tactical weapons suck(Except stiletto missiles).

Kayser's better than the Maxim too.
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Offline DeepSpace9er

  • Bakha bombers rule
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no kayser can rip down a Cain or Rakshasa cruiser faster than a maxim. They both are good at something. Kayser at fighters and bombers, Maxim at cruisers and corvettes when in greater numbers.

 

Offline TopAce

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Doesn't this combination deplete your generators as quickly as hell?
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Offline Anaz

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Arrr. I'm a pirate.

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Offline TopAce

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A strange website ... but good
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Offline Stryke 9

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Stiletto missiles at close range are fantastic. Particularly for multiplayer. Don't like a guy? Ram 'im, burn his ship with a missile or two, and leave him sitting there while you move on to other targets.:D

Morningstar is good against interceptors- while they're being knocked around out of control they aren't evading your shots, so if you go all out with Morningstar and missiles you can take 'em out in no time.

I think I recall a game I flew against somebody where we were both fitted with Akethons, and ended up disabling each other and sitting dead in space where we juuust couldn't take potshots at one another. That's about all my experience with the thing.

 

Offline TopAce

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Nobody likes the Lamprey? I think it is a good stuff, it's sure not as better as the Circe against shields, but it can absorb the energies of hostile engines ans lasers. Pair it with the Kayser or Prometheus and you get a quite acceptable arsenal.

Personally, I like the Lamprey, despite I voted 'I never use Tact weapons'. Sometimes I force myself to drag the icon of the Lamprey to one of the banks of my fighter.
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Offline Galemp

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I like putting a Lamprey on one of my wingmen, then ordering that wingman to cover me. It's fabulous for getting those Shivans off your tail while you can concentrate on your objectives.
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Offline TopAce

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Quote
Originally posted by GalacticEmperor
I like putting a Lamprey on one of my wingmen, then ordering that wingman to cover me. It's fabulous for getting those Shivans off your tail while you can concentrate on your objectives.


At last a man who is using the Lamprey for something!
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Offline Woolie Wool

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Quote
Originally posted by TopAce


At last a man who is using the Lamprey for something!


Maybe people find the Lamprey so useless because Shivan primaries suck so much balls that it doesn't really matter whether they can fire them or not. I've actually used Shivan primaries myself with the DreadFul Shivans mod, and they are CRAP. I'd take the Subach over a Shivan primary any day--Shivan lasers fire about once every 10 million years, do about zero damage, and have high energy drain.
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Offline Stryke 9

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The problem is, they were pretty damn impressive in FS1, but they hadn't changed since then. And considering how fighters in FS2 are about as tough as the ****ing FreeSpace capships, what with the big friggin' shields and all, that's pretty bad.

 

Offline pyro-manic

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Agreed.


The only tactical weapon I usually use is the Stiletto II - I use it to knock beam turrets off cruisers and annoy bombers.
The Akheton is obviously essential to disable fighters and small ships, but pretty pointless unless you need it to complete objectives.
The Circe is powerful, but it's too slow to hit Astaroths or Dragons with, and coupled with a Maxim sucks way too much power for my liking.
The Lamprey is useless to the player, but handy to give to wingmen (as GE said).


My personal favourite loadout is an Ares, with a Maxim in the top bank, a Prometheus S in the bottom one (the one with 4 mounts), a bank of Trebuchets and a bank of Harpoons. Use the Trebs and Maxim for twatting capships, and the Prometheus for fighters, bombers and transports - it has better range, speed and power drain than a Kayser, with not much difference in damage. I'd take Kaysers on an interceptor, though....
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