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  #1  
Old January 15th, 2003, 10:50 AM
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Default Favorite Weapons Poll

Time for another poll! You get to choose 2-4 weapons from each Category. Please post your reasons why after making your selections!

Whew! I am feeling kinda dizzy after making that poll, with all the scrolling up and down and up and down and the white and brown bars...

[ January 15, 2003, 08:50: Message edited by: Imperator Fyron ]
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  #2  
Old January 15th, 2003, 01:42 PM
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Default Re: Favorite Weapons Poll

Don't really know about early/ mid/ late distinctions, but I would have to say I like the following best:

meson bLaster: Small enough to fill gaps in ship design, cheap to research, high damage/kt score.

ripper beam: (On those rare occasions I can find a way to get into range=-) Greatly scorned, but it does have the highest damage/ kt out there.

null space: Big, Green, elmulsification machine. Just love that shield-skippin', armour-piercin' soup-maker. The slow reload is a problem, but pack some backup weaponry and hope you take out the shield generators on the first hit.
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  #3  
Old January 15th, 2003, 06:45 PM
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Default Re: Favorite Weapons Poll

I like the graviton hellbore and the massive shield depleter. I like to equip a dreadnaught with both of those. I also like to use torpedos for the ranged attack. By themselves they're weak, but it's good to have a couple of torpedo ships in a fleet.
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Old January 15th, 2003, 11:23 PM

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Default Re: Favorite Weapons Poll

Early
PPB --- By passes shields
SD --- just incase there are ps's
Mid
APB -- range
SD -- shield remover
Late
APB -- range
SD -- shield remover
Fav
APB
TDM oooohhhoooo sorry TDB -- nice combo
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  #5  
Old January 16th, 2003, 02:40 AM
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Default Re: Favorite Weapons Poll

I like APBs and Tachyon Cannons for the most part, but I would like torpedoes more if they weren't so underpowered!
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  #6  
Old January 16th, 2003, 02:53 AM

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Default Re: Favorite Weapons Poll

Early -
1) DUC
- Cheap to upgrade
- Nice dmg/shot/kt for the early game
2) Ionic Disperser -
- Cheap to upgrade
- Useful pre-requisite - Propulsion IV
- Usable in the late game
- Decent d/s/k
- Can really punish players that rely heavily on armor for defense, and fail to use supply storage.
- Capable of slowing down an enemy fleet, possibly forcing the fleet to turn around and resupply.

Mid -
1) PPB
- Cheap to research
- Useful pre-req
- Great d/s/k
2) Shield Depleters
- Cheap to research
- Useful pre-reqs
- Great d/s/k vs shields
- Nice range
- Useful in the late game when ships rely heavily on shields for defense.
- Works well with ionic dispersers

Late -
1) APB
- Great range
- Great d/s/k
2) Null-space
- Great for ripping through heavily defended ships
- Useful pre-reqs

Overall -
1) Shield Depleters
2) APB
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  #7  
Old January 22nd, 2003, 10:52 PM
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Default Re: Favorite Weapons Poll

(BTW - has anyone else noticed that the poll allows up to 3 answers for favorite mid-game weapon, up to 4 answers for favorite late-game/high tech weapon, and up to 3 answers for overall favorite?)

Anyway:

Early game
  • Depleted Uranium Cannon
  • Capital Ship Missile
The DUC is low cost, good damage/kT ratio, low maintenance, low supply use, and low research cost. Good for those early-game slugfests with small, poorly armored/shielded ships. The CSM is good in early game because the enemy may not have gotten point-defense weapons yet (or at least not deployed in significant enough numbers to counteract the missiles). Also good for early-game planetary bombardment when the enemy is concentrating on building facilities on new colonies rather than building weapon platforms (which should ALWAYS have at least a couple point-defense weapons).
Mid-game:
  • Time Distortion Burst
  • Planetary Napalm
  • Drones
I consider the TDB more a mid-game weapon because you have to research 2 levels of temporal tech (fairly expensive) and then research temporal weapons (again, fairly expensive). But this weapon is great - 4x damage against shields, giving it almost the same punch as shield depleters, but it can then go on to do internal damage. Not to mention good range and constant damage throughout that range. Cost is a bit higher than some other weapons, but certainly in line with other mid-game weapons.
Drones and planetary napalm I use for planetary bombardment; drones (if carefully set up) are good for picking off colonizers, single warships, or (my favorite) unescorted minesweepers. Of course, this generally involves setting up shipyard bases and drone-launching bases in enemy territory, but there's usually a few good nebulas and storms around to help with that. Planetary Napalm has a slow reload (2 turns) and short range (2 squares), but for damage/kT ratio it's pretty good. Not to mention that the AI sees Planetary Napalm ships as a major threat, since they have so many weapons compared to other ships, so they're good decoys .
Late Game:
  • Time Distortion Burst
  • Shield Accelerator
  • Tachyon Cannon
  • Wave Motion Gun
TDB - same reasons as mid-game.
Shield Accelerator - a higher-powered shield depleter with better range. 'Nuff said.
Tachyon Cannon - 10% to-hit bonus, good damage, good range, 2-turn reload (better than the 3-turn reload heavy weapons). Nice complement to the TDB and SA.
Wave Motion Gun - Good first-strike kind of weapon. The long reload is a pain, and it takes up lots of room, but the 30% to-hit bonus, long range, and high damage per shot are hard to resist.
Overall:
  • Time Distortion Burst
  • Tachyon Cannon (again, no surprise)
  • Planetary Napalm (if you use a scorched-earth strategy, why not go with the classics)
I'd also like to add a couple of favorite combos:
-> Tractor Beam + Ripper Beams + Repulsor Beam
The Repulsor Beam isn't always necessary, but that tractor + ripper is a great way to shred enemy ships.
-> Neutron Bomb + Small Troops
The Neutron Bomb kills off the population, thus eliminating militia; and then small troops (even unarmed small troops, if you completely remove the population) can take over the planet. Granted, you have to repopulate the planet afterwards and you risk losing a population that could turn a domed planet into a regular planet, but if you're playing a "colonize own atmosphere" game, who cares? Or if the population is already rioting, and you don't want to deal with making them happy again, it's a reasonable tactic. And you can always scrap the facilities for a quick resource boost if you don't really want the colony...
(edited for format a couple times, and still not all my carriage returns are recognized... )

[ January 22, 2003, 21:01: Message edited by: DirectorTsaarx ]
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  #8  
Old January 22nd, 2003, 11:19 PM
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Default Re: Favorite Weapons Poll

Quote:
Originally posted by Imperator Fyron:
Time for another poll! You get to choose 2-4 weapons from each Category. Please post your reasons why after making your selections!

Whew! I am feeling kinda dizzy after making that poll, with all the scrolling up and down and up and down and the white and brown bars...
I can well imagine!

What are you going to do with the results of all these polls?
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  #9  
Old January 22nd, 2003, 11:24 PM
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Default Re: Favorite Weapons Poll

Quote:
Granted, you have to repopulate the planet afterwards and you risk losing a population that could turn a domed planet into a regular planet, but if you're playing a "colonize own atmosphere" game, who cares?
Umm... in that case, you would want to be able to capture the alien population intact cause they are better on the world than yours are (unless they breathe the same thing).
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  #10  
Old January 23rd, 2003, 08:30 AM
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Default Re: Favorite Weapons Poll

Wave motion gun, for the sheer unholy destructive power of it. Screw damage/tk ratios, I want unholy destructive power!!!
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