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

Small AM Torpedo in BM

Soumis par richie le Mer, 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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Mod Designer

Consider range and reload rate

Soumis par Captain Kwok le Mer, 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

Soumis par richie le Jeu, 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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Image de Captain Kwok
Mod Designer

In theory equivalent

Soumis par Captain Kwok le Jeu, 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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Image de Jagzeplin

should i fix that

Soumis par Jagzeplin le Jeu, 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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Image de Captain Kwok
Mod Designer

Rocket Pod Fix

Soumis par Captain Kwok le Jeu, 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

Soumis par CP1985 le Ven, 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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Image de Badger

nukes

Soumis par Badger le Ven, 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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Image de Badger

rockets

Soumis par Badger le Ven, 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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Organic weapons (et least on

Soumis par Alpedar le Mar, 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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Mod Designer

Racial Trait Weapons

Soumis par Captain Kwok le Mar, 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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