Author Topic: Nukes?  (Read 9552 times)

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IIRC When they were introduced in the storyline someone said something about the Harby being an orbital/installation attack weapon, not meant to be fired at things like Cruisers or Destroyers.

It really was a planet killer, this might have been a scaled down version.
FS2 weaponry is "supposed" ¬.¬ to be more powerful, but, meh, I never really saw a difference except for Furies/MX40(?)s vs Tempests/Rockeyes.
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Offline Ghostavo

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One word... Tre...bu...chet... :shaking:
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Offline IceFire

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At a sci-fi conference a few years ago there was a great panel done by a well accredited physicist from some fancy US university and he explained how nukes in space are much less powerful weapons than what you have on the ground.

Most of the damage done by nukes in atmosphere is related to the shock blast....the immense pressure change and the resulting blast sends quite a shockwave that destroys all sorts of things in its path.  The nuke was just a catalyst for that....then you have your radiation which again is deadly on earth.

In space...if you had a theoretical warship floating about firing nukes at each other just the mere fact that the ship is capable of sustained space travel suggests significant technology being able to screen out the already high levels of radiation in space.  So adding a little more local radiation apparently barely compairs to what is already there.

So nukes would really be a point explosion but the damage level in a radius would be smaller.  Thus its perfectly concievable that all of the weapons in FS are nuke based warheads (we know Tsunami/Cyclops and Helios/Harbinger are) without doing massive widespread damage each time they get fired.

Plus its just a game....the scale measuring system isn't really there :D
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Offline Liberator

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Quote
Originally posted by Ghostavo
One word... Tre...bu...chet... :shaking:

Is exactly the same as the Pheonix V, the table entry is exactly the same.  The difference is the guidance code in FS2 is TONS better than in FS1.
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Offline Bobboau

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wonder what would happen if you fired a harpoon in an atmosphere.
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Offline phreak

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you'd take out a small city

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Quote
Originally posted by Liberator

Is exactly the same as the Pheonix V, the table entry is exactly the same.  The difference is the guidance code in FS2 is TONS better than in FS1.


Doesn't the trebuchet have more range?  I thought it moved a bit quicker too.


Hmm, about the only thing that's the same is the warhead.  Even the aspect values are different.
« Last Edit: April 24, 2004, 02:24:03 am by 998 »

 
i wonder how ground combat would be.......

the moment you learn to fly a persues or something in an atmosphere, you basicly own the local battleground...
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Offline kode

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didn't we discuss how the ships wouldn't be able to fly in atmosphere at some point?
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Offline Tiara

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Unless they have antigrav tech or an aerodynamic design with wings, they'll just... fall 'n crash.
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Offline Lightspeed

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Quote
Originally posted by Liberator

Is exactly the same as the Pheonix V, the table entry is exactly the same.  The difference is the guidance code in FS2 is TONS better than in FS1.


hehe - how i like such comments from people who obviously havent played Freespace.

Phoenix V - range of ~ 1500 metres
Trebuchet - range of ~ 5000 metres

Phoenix V - slooowww
Trebuchet - fairly fast once locked on

plus, the trebuchet is homing far more accurate.

PHOENIX V
Code: [Select]

$Velocity: 175.0
$Fire Wait: 5.0
$Damage: 350 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 30.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.5
$Subsystem Factor: 0.8
$Lifetime: 10.0


TREBUCHET
Code: [Select]
$Velocity: 280.0
$Fire Wait: 6.0
$Damage: 350 ;; damage applied when within inner radius
$Blast Force: 160.0
$Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0                                            ;; velocity of shockwave.  0 for none.
$Armor Factor: 0.9
$Shield Factor: 0.5
$Subsystem Factor: 2.4
$Lifetime: 18.0


does this look like exactly the same table values? :p
« Last Edit: April 24, 2004, 05:44:03 am by 1317 »
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in FS1 those 1500 meters felt like a huge distance, btw.
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Offline StratComm

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Actually the Pheonix is a stronger anti-ship weapon by some minute scale (it has a higher armor factor) while the treb blows out subsystems better.  Ultimately the treb is a better weapon, but from a strict warhead comparison that needs to be pointed out.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline IceFire

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Stronger anti-ship weapon by 35 hit points...thats not really much when you have more than double the subsystem damage potential and the fact that a bank of subachs can make up for that in a second :)

Trebuchet is far far far superor :)
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Like to see you hit me with either o_O

Treb is one of the most notable differences out of the missiles I didn't list, when I said differences between FS1 and FS2 missile wise.

Simply because;
Their damage is roughly the same.
Trebuche is somewhat tactically more viable than the PV, but, in all honesty Trebs/PVs are/were only ever good against;

A) AI.
B) People who can't fly for peanuts.
C) Cap Ships(Or disable/Disarming thereof).
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Offline Alan Bolte

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Quote
Originally posted by Tiara
Unless they have antigrav tech or an aerodynamic design with wings, they'll just... fall 'n crash.


This is not necessarily true. It is clear that:
1. Freespace ships have sufficient structural integrity that they probably could withstand atmospheric flight, at least to some extent
2. Freespace ships demonstrate the ability to either vector their thrust or use small maneuvering thrusters to accelerate in directions other than directly ahead.
Therefore, it seems possible that by directing 10 gees worth of thrust downwards at all times, FS fighters could fly in atmosphere, although probably not that well. It is not, however, necessarily true that any or all FS fighters are combat capable in atmosphere , because you'd need a flight computer programmed to handle it.
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@QuantumDelta

I'd like to see someone dodge a pair of trebuchets in an Ursa.  I'm pretty sure that it would be rare that a pilot would be able to muster up enough acceleration to avoid incoming with a heavy bomber =(


@Alan

Why 10Gs?  Are you playing to fly in Jupiter?

 
Quote
Originally posted by ChronoReverse
@QuantumDelta

I'd like to see someone dodge a pair of trebuchets in an Ursa.  I'm pretty sure that it would be rare that a pilot would be able to muster up enough acceleration to avoid incoming with a heavy bomber =(

 


Why would any good pilot ever consider flying a bomber?
I know some idiots on PXO who like the sekhmet, but even that is inferior.
If you absolutely HAVE TO BOMB in a mission, especially if you're going to be competing against other humans - Fly Myrm.

As for Dodging Trebs in an Ursa -
Depending on range, EASILY.
+300-500m would be prefered for that heap of cheg :P

...
No good pilots bomb.
Good pilots leave bad pilots/AI to bomb and keep complete fighter cover, hense why BlackDove and I were just about the only people to complete most of the harder ("newish") PXO Missions either on our own or in a team of two+AI on insane.

Sticking anyone who considers themselves to be able to fly properly, in a bomber, is a waste of resources in almost all situations.
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"We still believe in all the things that we stood by before,
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Offline Stunaep

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Quote
Originally posted by QuantumDelta

B) People who can't fly for peanuts.
 


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@quantumdelta


Then your comment that trebuchets can't hit good pilots is pretty meaningless since it's an anti-bomber/subsystem weapon.