Shipyard & CC_07

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Correct
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Post by Correct »

Change torp to a hunterkiller tracking souped up killer.
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Shizoku
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Post by Shizoku »

Just boost the tracking on killer swarm and remove torpedo, I never understood why there are two cap to cap missiles.. Killer swarm is pretty effective if they hit, but with a cap side thrusting slightly it will usually miss or collide with it's own missiles.
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TurkeyXIII
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Post by TurkeyXIII »

Killer swarm has the same damage class as Disruptors and LRM Killers. The range of killer swarm 2 is comparable to skycaps too: 1995m. However each missile has only 2/3 the damage of an LRM killer. It's usable in its current state (I nearly took out a battleship with Killer Swarm 1 once), but there are so many alternatives it's not worth researching.

I don't much get the point of XRM torpedo. On paper it looks like an overweight dumbfire: Its tracking and arming stats are all the same. The only difference is that the torp is slower but lives a bit longer, and hits harder but takes more cargo space. I've never bothered using one to see what it's like.
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Adept
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Post by Adept »

Perk killer swarm missiles to full damage killers, with the option for Killer 2.
I'd keep killer swarm as the anti cap missile, but it should out-range skycaps to be truly useful.

The torp I'd put into Starbase, and have it be mountable* on Bombers, Figbees and HTTs, while also beefing it up. It'd be a nice anti-cap tech that can be used regardless of techpath choise.

Sup will still be the best anti-cap path because of anti-shield dis, dumbs and especially galvs, but at least it will be in a more interesting way than the frigging broken Dis of today.

/edit

*Maybe even mountable on SBs. That could be pretty cool.
Last edited by Adept on Sun Aug 09, 2009 1:00 pm, edited 1 time in total.
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zombywoof
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Post by zombywoof »

Also because Sup deals the most damage of any of the techs and also because gats are better vs capship than minigun.
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Raveen
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Post by Raveen »

Here's an idea I've had but I can't quite iron out all the details:

SY and it's ships are expensive. Make the SY base add to your paydays much like a specmine. That allows you to keep churning out capships but slowly over time, not all at once.
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zombywoof
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Post by zombywoof »

That's a really good idea.
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Raveen
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Post by Raveen »

The problem is that SY becomes an expensive Specmine and people'll buy it for it's income and relatively hard to killness.
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zombywoof
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Post by zombywoof »

I could see the problems associated with spec mines that can be built on regular rocks. Maybe make them buildable on He rocks? ;)
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Xeretov
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Post by Xeretov »

Raveen wrote:QUOTE (Raveen @ Aug 12 2009, 04:33 PM) The problem is that SY becomes an expensive Specmine and people'll buy it for it's income and relatively hard to killness.
You'd have to adjust the price and income accordingly. A $15,000 shipyard that only brings in $500/min will take 30 minutes just to pay for itself. Anyone spamming those just for the paydays is either stupid or expecting a 3 hour slugfest.

I do like the concept, its an interesting idea for taking some of the bite off the need to pay for every ship used. Even better, the income can be adjusted whether we go with expensive/strong capships or cheap/weak. Its also possible to set it so that Drydocks provide more than Shipyards. The SY income shouldn't pay for ships quickly on its own though, I see it as augmenting the natural paydays (rather than freeing those up for tech) and whatever He3 the miner is scraping.
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