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June 15th, 2001, 05:41 PM
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First Lieutenant
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Join Date: Feb 2001
Location: NJ
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Temporal Weapons Questions
Does anyone happen to know any details about the following Temporal Technology Weapons:
1. Does a Shield Accelerator (I-V), which "causes a targets shields to burn out" work against phased shields as well as regular shields? I would think so... but you never know, the descriptions are kind of vague.
2. Just what the heck does the Time Distortion Burst (I-V) do? The description says "a vehicle hit will take 4x damage to shields, plus normal damage."
...4x the damage of what? Normal damage from what?... and to the shields or ship?
Anyone ever get a good luck at how these things work?
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June 15th, 2001, 05:46 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
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Re: Temporal Weapons Questions
1 phased shields and normal shield, works like a normal shield depleter, but with more damage i think
2. if your target has shields, the shields will take 4 times the damage listed for the weapon, if it has no shields, it will do only the damage listed.
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Q: When he went, had you gone and had she, if she wanted to and were able, for the time being excluding all the restraints on her not to go, gone also, would he have brought you, meaning you and she, with him to the station?
A: Objection. That question should be taken out and shot.
[This message has been edited by LemmyM (edited 15 June 2001).]
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June 15th, 2001, 06:03 PM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: Temporal Weapons Questions
I usually always play temporal. I like it the best of the techs. The time distortion i use a lot. They are good not only against ships but against ftrs, sats & planets as well. No good against seekers tho. I put the shield weapon first followed by the distortion weapon on my lighter ships. with BB's & DN's,i put the shield depleater or 2 followed by 1 distortion and rest the highest temporal beam weapon, (can't think of name right now).
I also design a BC & a Dn with all time distortion weapons and use them to escort my fleets. They devestate any ftrs thrown at you and cover the fleet until your main weapon comes back on line. (I believe it fires every 2nd turn. hwoever, do put a few pd's on yur ships or have several pd ships, usually heavy CA's to take out seekers if you are fighting one of those races. The distorion does 4x damage to shields & reg damage against armor. Also get the Temp shipyard and Temp pacification centers. They are more effective and efficient then the regular ones. Replace your reg shipyards with the Temporal ones when you get them. I also put the distortion weapon on my ftrs as well as mix them up with rockets or torpedos depending on size of ftr. I feel they do a lot more damage then some of the other weapons and they fire each turn.
just some ideas mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
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June 15th, 2001, 06:55 PM
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First Lieutenant
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Join Date: Feb 2001
Location: NJ
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Re: Temporal Weapons Questions
Highest gratitude, gentlemen!
And a bunch of good advice as well.
Mac- A pain in the butt thing is that you can't upgrade regular construction yards to Temporal. Gotta spend several years constructing them on your good planets (takes about 10 turns in general). That's alot of off time!
But I think I like Temporal as well. Lot's of neat stuff... especially the system facilities.
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June 15th, 2001, 08:12 PM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: Temporal Weapons Questions
I know it takes time, the best way i found to replace them is if you have a good number of shipyards and 2 or more in a system, only dismantel 1 per system at a time (depending on how many you have) and build 1 temporal yard per system at a time. This way you still have the other yards for production until you eventualy replace all the old ones. On new planets just go right to the temporal yards,, don't even bother with the regular ones. If you have a lot of yards in a system then you could could do more, but don't dismantle all of them at the same time or you won't be able to produce or repair in that system. Good luck and enjoy
just some ideas mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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June 15th, 2001, 09:02 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Temporal Weapons Questions
Just wanted to echo everyone else's comments. Temporal tech rocks! The Distortion Burst is almost as good as a shield depleter, with the added bonus of doing regular damage once the shields are gone. The Shield Accelerators mean I don't have to bother researching shield depleters, and the Tachyon Cannon is a good heavy weapon; fire every other turn, nice damage, good range (max. 7, IIRC). The Temporal Shifter is a mediocre subsitute for the Null-Space Cannon; the damage and range for the Shifter are a little less, but since you're already researching Temporal Weapons, the Shifter can save you having to research the Null-Space area.
And the Temporal facilities are amazing; the increased production of the Temporal Space Yard is very helpful (although I agree it's a pain that you can't upgrade a standard Yard to a Temporal Yard). And the first facility I build in any system is a Temporal Vacation Service. With 2x the happiness bonus of the Psych Center, plus the fact that I don't have to research Psychology and then the area that gives the Psych Center (or whatever the standard happiness facility is), the Vacation Service is really nice. I've only used the Events Predictor in a couple systems, since it's really only useful in border systems (at least against the AI; humans are more likely to attack core systems, so the Events Predictor may be more useful against human opponents).
Finally, the only addition I'd make is a Temporal Space Yard component that can go on a ship...
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