I was thinking...
In addition to the plasma (which sucks unless you get in ~300m from the utility craft) maybe an anti-utility missile would be available under supremecy or expansion? It could be SRM, slow firing, decent tracking (I was thinking like a torpedo-ish) Mk. 3 tech, developed specifically for destroying utility craft (or atleast helping to do so). Doing about 90-150 dmg? It would be a nice supplement that late in the game for helping to achieve 'supremecy' over the other team (it's mk 3 tech!).
SRM Terralthra is what I'd call it
Thoughts?
Anti-Utility Weapons
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I like the name Drizzo
Not sure this would fit the concept behind the core though (exp is designed to suck against util). As for plasma... I thinks it's quite effective if used properly.
I wonder what the devs have to say about that. If it was an mk3 tech, maybe it would make sense for exp after all...
Not sure this would fit the concept behind the core though (exp is designed to suck against util). As for plasma... I thinks it's quite effective if used properly.
I wonder what the devs have to say about that. If it was an mk3 tech, maybe it would make sense for exp after all...
raveens correct, going after a miner in a fighter with a couple racks of dumbs and plasma... the miner doesnt last long at all.
espically if you have dumb2 or 3. Really, it isnt all that much slower than using SFs to kill the miners.
espically if you have dumb2 or 3. Really, it isnt all that much slower than using SFs to kill the miners.
Last edited by Camaro on Mon Jan 22, 2007 3:27 am, edited 1 time in total.
Then it would seem like this missile would fit right at home in Exp then hmm? Picture this. 53-minute long game so far. Your team is stalemated vs the enemy supremecy. You can't HTT due to superior probing, they can't bomb due to hvy int raw power. Every trick in the book has been called and tried. They put an SY up and you need to stop it before they can get Cruisers, MFs, Devs up. So you research this missile and vape some miners.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
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Of course scouts already get dumbfires and plasma. Get a few of those and escort some ints to the enemy economy. Not very suitable for long range (tac does that best), and figs should be able to function without scout cover since miners tend to follow quite predictable routes between alephs/refs/ops/he rocks. Yes, ints will take longer to bring down the miner, but ints also are very hard to get rid of once they start boosting around the miner. Scouts also won't be nanning the miner for very long when facing ints (assuming ints are smart of course..).
Ints = slow, low range utility killing, need scouts to spot things (pulse probe really aren't enough, it's not too fun trying to keep those miners within the 100m scan range.. and you'll want extra fuel/ammo more than pps). Hardest to kill.
Figs = quite fast if you brought your dumbfires and plasma along (meaning your dogfighting is hampered), longer range than ints, can rip back at first sign of trouble.
Sfs = longest range, great damage, can get back to own territory by ripping (though slower than figs). The more sf has to kill defenders, the less energy left to kill the miner/con. Fragile.
Scouts = Available to all techpaths. Long range, but spotted more easily than sfs. Spot their targets easily. Can't deal with defenders when in miner killing loadout (dumbfires). Fragile.
So, in other words: ints are hampered by range and spotting ability, figs and scouts by having to specifically use util killing loadout.
Rixians won't be using any missiles of course which is why they get 1.3 pw damage (applies to ew as well afaik, making their sfs really scary), and all of their scouts being smallrip should help here too (though you'll need either adv scouts or the first energy GA for the scouts to get enough energy to receive another ship)
All stuff here based on what I could figure out with ICE so don't trust me =)
Ints = slow, low range utility killing, need scouts to spot things (pulse probe really aren't enough, it's not too fun trying to keep those miners within the 100m scan range.. and you'll want extra fuel/ammo more than pps). Hardest to kill.
Figs = quite fast if you brought your dumbfires and plasma along (meaning your dogfighting is hampered), longer range than ints, can rip back at first sign of trouble.
Sfs = longest range, great damage, can get back to own territory by ripping (though slower than figs). The more sf has to kill defenders, the less energy left to kill the miner/con. Fragile.
Scouts = Available to all techpaths. Long range, but spotted more easily than sfs. Spot their targets easily. Can't deal with defenders when in miner killing loadout (dumbfires). Fragile.
So, in other words: ints are hampered by range and spotting ability, figs and scouts by having to specifically use util killing loadout.
Rixians won't be using any missiles of course which is why they get 1.3 pw damage (applies to ew as well afaik, making their sfs really scary), and all of their scouts being smallrip should help here too (though you'll need either adv scouts or the first energy GA for the scouts to get enough energy to receive another ship)
All stuff here based on what I could figure out with ICE so don't trust me =)
Fairy Tales are more than true; not because they tell us that dragons exist, but because they tell us that dragons can be beaten.
-G.K. Chesterton