1.0.5.6 Death ray accuracy (Full Version)

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Winter Warrior -> 1.0.5.6 Death ray accuracy (6/24/2010 7:17:00 AM)

This is a protest more than anything else... [8|] Death rays miss just as often as other weapons, which makes them highly inefficient due to their long recharge times. One more reason to fit other beam weapons rather than the size and energy hogging death rays.




sbach2o -> RE: 1.0.5.6 Death ray accuracy (6/24/2010 8:30:06 AM)

Good analysis and discussion: Math Says: Don't use the Super Weapons

There was mention there would be some rebalancing of the weapons considered. That probably didn't make it yet. Do the numbers of 1.0.5.6 still fit Taltamir's analysis?




Winter Warrior -> RE: 1.0.5.6 Death ray accuracy (6/24/2010 8:49:21 AM)

quote:

ORIGINAL: sbach2o

Good analysis and discussion: Math Says: Don't use the Super Weapons

There was mention there would be some rebalancing of the weapons considered. That probably didn't make it yet. Do the numbers of 1.0.5.6 still fit Taltamir's analysis?


I guess what I'm really saying is that if death rays were 100% accurate, they might just be worth your while. Sure, I'd still want to have some ships with them (the way they are now), as a novelty.




Hohenlohe -> RE: 1.0.5.6 Death ray accuracy (10/10/2010 12:43:10 AM)

If you encounter the two main superweapons like Detah Ray(Area?) and Devastator Pulse(Beam?) you can use them normally without any problems either both or one ot them in your designs, but you must first consider that it is right to use them mostly in Capital ships this is related to the maximum ship size which you can improve by researching proper shipyard technology up to 100 or 1500. Now you will be get a demand from the design to build additional reactors,sometimes fuel cells, everytime proper number of habitats and life supports.
A death ray has a construction point number of 140 as I remember.Now you need this other components to run the weapon proper. But consider the necessarity of adding more defense and attack weapons like beam and torpedo weapons plus the appropriate number of prerequisites for this items.Add every time you use weapons on a ship design a targetting system and command center. Now add certain armor and shields as possible and do not forget the habitats and lifesupports. I you do all proper you will end up with very expensive ships for building, but you will have most older designs availabele in your building list. So you could eventually use older designs with earlier cheaper systems and weapons and there you can implement the superweapon according to ship class and size. In the older designs you will have more space for new items, so use that wisely. For example you have ship size 850 for a capitall ship and you end up with remaining points you should disperse them between armor and shields and eventually ecm and repair bots and some fuel cells due to proper functioning of your design.
After that you will have a ship with Naxos Blasters and a death ray and a decent armor and shields value, so you can use this ship together with better armed ones(but without superweapons incorporated) as some strong attack force against decent enemies. Consider that not only firepower is important but also the use of some components such as thrusts and faster engines and proper new items which improves your combat readiness like fuel cells related to energy storage and such else.
Do not think that I want bother you as a typical German, I have just learned some of the game mechanisms the last two weeks.
An I hope to learn more about the game.

greetings

Hohenlohe





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