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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Small AM Torpedo in BM

Submitted by richie on Wed, 2007-01-10 18:39. SE:V MODs

BM 1.02, small anti-matter torpedo - 10kT structure for 40dmg??? No thanks, small rocket pods are for 5kT/50dmg each. BTW: why small rocket pods are considered as direct fire?

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Captain Kwok's picture
Mod Designer

Consider range and reload rate

Submitted by Captain Kwok on Wed, 2007-01-10 19:00.

Note that Small Anti-Torpedoes fire at 2x the rate and have greater range than Small Rocket Pods. They roughly break enough when considering all factors.

Small Rocket Pods are direct fire for really no other reason than historically they have always been in the series.

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Space Empires Depot | SE:V Balance Mod

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Fire rate - true, but

Submitted by richie on Thu, 2007-01-11 05:17.

You've got a point with the fire rate, but range? It's the same, at least for level 1.
The only problem I can see is in accuracy penalties for Small Rocket Pods. On the other hand - if they are classified as direct fire they are immune for enemy point defense fire - and Torpedoes as seekers, are not. I really wonder which case one works better in practice. Still, 10kT structure place in fighters...

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Captain Kwok's picture
Mod Designer

In theory equivalent

Submitted by Captain Kwok on Thu, 2007-01-11 06:56.

Small Anti-Matter Torpedoes increase to 100 range while Rocket Pods cap out at 70 range. A small group of medium and heavy fighters with torpedoes should be able to get a proportion of torpedoes through and operating at a longer range will help the fighters avoid PD and being hit by ship weapons - at least in theory. Anyway PBW games should reveal if either weapon has an advantage in practice.

On a side note, there is a typo with Small Rocket Pods and their ground damage amounts though - it's half of what it should be. Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

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Jagzeplin's picture

should i fix that

Submitted by Jagzeplin on Thu, 2007-01-11 07:15.

should i manually adjust the small rocket pod damage in the txt or will i probably screw something up since im not a programmer?

My name is Inigo Montoya. You killed my father. Prepare to die.

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Captain Kwok's picture
Mod Designer

Rocket Pod Fix

Submitted by Captain Kwok on Thu, 2007-01-11 08:03.

You can do it yourself. Just change the 25 amount for each of the min/max ground damage formulae to 50 as it is with space damage.

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Nuclear explosion in space

Submitted by CP1985 on Fri, 2007-01-19 19:37.

In theory a nuclear explosion in space would dissipate energy quicker than an explosion in an atmosphere environment. I dont know if this is accurate or not. Just something to consider. If I were making a mod, I would reverse the values so that it does more ground damage than in space.

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Badger's picture

nukes

Submitted by Badger on Fri, 2007-01-19 19:47.

CP1985 wrote:
In theory a nuclear explosion in space would dissipate energy quicker than an explosion in an atmosphere environment. I dont know if this is accurate or not. Just something to consider. If I were making a mod, I would reverse the values so that it does more ground damage than in space.

keep in mind thgat without air (or water) there is no KINETIC shockwave
(well, photons, yes, but i meant vibrationally)

the inverse of the nasty htings you may have read about sub-surface nuclear detonations...

water does not compress, you see...

on the other hand, in space there is nothing TO compress---

or, thus, transmit shock waves.

Yee-hah.
Anyone who wants power; by definition, cannot be trusted with it...

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Badger's picture

rockets

Submitted by Badger on Fri, 2007-01-19 20:07.

Captain Kwok wrote:
Note that Small Anti-Torpedoes fire at 2x the rate and have greater range than Small Rocket Pods. They roughly break enough when considering all factors.

Small Rocket Pods are direct fire for really no other reason than historically they have always been in the series.

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well --- rockets from wwII - which starfireII was very based on-
were simply rockets, not guided missiles...
i think thats the idea

also... in tactical combat, rockets are fun!

there the difference really shows...
with very fast fighters, you can do a fly-by and 10 seconds later come back for anopther.

do it right and many waepons - the annoying computer fave duc's in particular- are simply too slow too slap your hornets down

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Space Empires Depot | SE:V Balance Mod


Anyone who wants power; by definition, cannot be trusted with it...

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Organic weapons (et least on

Submitted by Alpedar on Tue, 2007-01-23 09:06.

Organic weapons (et least on low levels) seems to be comletely useless in BM.

DU is better than any DF organic, CM better than parasites. Or have i overlooked something?

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Captain Kwok's picture
Mod Designer

Racial Trait Weapons

Submitted by Captain Kwok on Tue, 2007-01-23 09:30.

Little details that might have been missed include that the Electric Discharge does double damage to shields and that the Seeking Parasite has a fire rate of 4 seconds. Generally though, most racial trait weapons start at a damage level (dmg/kT/sec) approximately equivalent to a level 3 DUC.

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Space Empires Depot | SE:V Balance Mod

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