sbach2o -> RE: Combined arms (1/3/2011 9:59:44 AM)
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ORIGINAL: currierm quote:
ORIGINAL: PaulP I've just been using fleets of fast missile ships. They actually seem a bit overpowered compared to the other weapons. They jump in in a circle around a target and due to the long range every ship immediately has range on the target, decimating them before they have a chance approach any of the ships. I definitely like missiles. But the higher techs don't improve their damage potential that much and it doesn't seem like they stack up well to late game beams or torps. Still, a very useful part of the arsenal and missile based ships can be cheap and fast. Even worse seems the late game balance of missiles against armor. Or am I missing something? Top tier missiles do 11 damage, regardless of distance. The reactive armor rating of the top armor is... I don't have the game right before me... 10? (in the worst case it is 8). If I understand it correctly, the reactive armor rating is deducted from the strength of every hit before calculating what gets through to disable armor, meaning there would only be one point of damage left. What I am unclear about is, what happens when all armor is gone? Does the reactive armor rating still apply to the hits going through to equipment? If not, missiles wouldn't appear that bad. And what about hits that have still some armor between them and the innards of a ship? If every such hit could disable only one piece of armor, anyway, there wouldn't be any difference between one point of damage after armor rating from a missile to fourty points from a Shaktur Firestorm. I guess I should still do some reading in Galactopedia. Hopefully, these questions are addresses there. [8|]
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