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 Author Drainer
-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2011-03-29 07:15   
Quote:

On 2011-03-28 20:52, Kenny_Naboo[+R] wrote:
Quote:

On 2011-03-28 16:20, Gejaheline wrote:

Because stations aren't front-line combat units.








Tell that to the Shrooms.... SS and BS.
Or is that a design flaw? Being able to take on a small fleet on its own.

Fix that first, then get back to us.




ROFLMAO, YES, WIN!
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  Email -Shadowalker-™
Mint Ice Cream[+R]
Grand Admiral

Joined: December 05, 2009
Posts: 43
Posted: 2011-03-29 09:23   
Quote:

On 2011-03-28 16:20, Gejaheline wrote:
Because stations aren't front-line combat units.



i believe it has been said in ship description that icc LS and ugto BS was designed to be "front-line HEAVY support base"
right now the current problem is why those "heavy base" can jump in and out of battlefield so fast??? greatly increase the HMA CD while slow it down could solve this or maybe give luth station another AHR xD
back to the topic
about elf beam try using it on enemies hull instead of spamming it againts the armour with ruptors u could see a great change
[ This Message was edited by: Mint Ice Cream[+R](Ally K/I) on 2011-03-29 09:29 ]
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-MiC

DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-03-29 12:50   
Quote:
On 2011-03-28 12:02, Gejaheline wrote:
At actual point-blank range, I'm fairly sure that human ships tend to out-damage K'luth ships, at least when the fight lasts for more than a few seconds.


However, more FF due to torp and core explosion range. That's why most likely UGTO and ICC players has higher FF than Luth players with the same combat prestige.
Quote:
On 2011-03-29 06:18, Gejaheline wrote:
Not meant to be front-line combat units. Hopefully the redesign will help to sort that one out.


I think the combat station has too many beams than it needs. Station does not need many beams because it too slow to chase.
So I guess new combat station will have 7 core weps 360 degree, 8 missles, 4 aux gen, 8 beams 5 heavy beams.
[ This Message was edited by: chlorophyll on 2011-03-29 12:58 ]
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-03-29 15:11   
I'd be pretty happy if we had, fewer more combat useful beams than our current selection.

Beams drain horrendous amounts of energy, have crappy range (especially for CLs), and do pretty low end damage for the amount of energy it costs. Infact, its more like secondary damage than any kind of primary armament. Good for point defense, or the rare annoying scout.

Otherwise, cannons, core weapons, and other projectiles offer way better damage per energy cost than beams do over time.

I just don't use them at all unless I'm trying to do as much damage before I run, or theres a rare frigate or scout that is being aggravating. Otherwise you might as well rename them to Point Defense Lasers because thats about as much as they're good for.





-Ent
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