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Re: MT items |
Thu, 28 November 2002 03:03   |
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The Genesis device reforms planets and as such provides a potential infinite level of minerals and the ability for any race (given a long enough time and effort) to colonise everything (even one world races potentially)
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Re: MT items |
Thu, 28 November 2002 04:00   |
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i think i remember having the antimatter torp.... it was a load of crap TBH :/
Aragh!Report message to a moderator
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Re: MT items |
Thu, 28 November 2002 11:59   |
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Hyper wrote on Thu, 28 November 2002 04:00 | i think i remember having the antimatter torp.... it was a load of crap TBH :/
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Just to be the Devil's Advocate, I will vote for the antimatter torpedo... why?
The antimatter torpedo requires 3 ironium, 8 boranium, 1 germanium... and has a range of 6... damage 152...
as a torpedo it is exceeded in damage by only the Upsilon, and the Omega but with less than 1/10 the ironium requirements.
In fact, if it is compared to a beam weapon it is comparable in damage to the Disruptor types... however, it has a range of six which is double the range of the best disruptor. Basically, a ship equipped with antimatter torpedos is equivalent to a double range beamer, with a lower initiative, but just as effective against shields or armour.
All of the MT toys fall into a category which I call "break the norm" and most of them I can envision using to great advantage.
regards,
donjon
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Re: MT items |
Thu, 28 November 2002 14:13   |
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The antimatter torpedo does 60 damage, not 152. It is also very expensive resource wise. The bio tech requirement is 21 which is huge and totally removes the advantage of only needing tech 11 weapons.
The antimatter torpedo is only useful for putting on chaff as it give chaff a bit of bite and at a range to hold off beamers for a little while longer than usual. I think it was coyote who pointed this out to me on Starbase Delta, coyote used it on apelord or apelord used it on coyote, I can't remember which.
In any case I think that the AMT is the single most useLESS item from an MT.
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Re: MT items |
Thu, 28 November 2002 14:30   |
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freakyboy wrote on Thu, 28 November 2002 14:13 | The antimatter torpedo does 60 damage, not 152. It is also very expensive resource wise.
In any case I think that the AMT is the single most useLESS item from an MT.
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Chuckle.... oops... I was looking at a modified stars! game... granted resources requirement is a bit high. Bio 21 is high, but not impossible especially for CA or TT.
I still think that all MT toys can be applied, you just have to review how it changes the rules, and use the advantages. If I had a personal least favorite it would be the Mini-morph.
regards,
donjon
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Re: MT items |
Thu, 28 November 2002 18:32   |
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BlueTurbit |  | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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Vote is for jumpgate, although I never had the pleasure of receiving them in years of playing multi-player games. With the exception of having them on scouts given out by MT which also carry the gate.
Jumpgate IMO is very useful in that it allows you to gate minerals/colonists like an IT except for the extra move to space before gating. This could come in handy when expanding your empire to those remote forts with gates like an IT.
BlueTurbit Country/RockReport message to a moderator
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Re: MT items |
Fri, 29 November 2002 17:31   |
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The alien miner is a god send to every ORBM race and is still superb for even an ARM race. Alien miner is possibly the best item for an AR race, only the jump gate really beats it since you can transport colonists quickly and with only a single years worth of transportation death, a opposed to the 7% per year every year of flight.
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Re: MT items |
Sat, 30 November 2002 10:33   |
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Cruisers with missiles are also gateable - but they also retain some actual power, with or without biotech.
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Re: MT items |
Wed, 04 December 2002 13:48   |
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I'm enigma pulsar is no where near as good as a transtar. But then it don't require tech 23 in propulsion, so who cares?
The enigma pulsar comes in handy with big heavy components. It helps beamers close the gap quicker and helps torpedo ships to keep the gap longer.
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Re: MT items |
Thu, 05 December 2002 02:41   |
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That's what I meant about closing the gap quicker - as in battle speed.
The cloaking does come in handy too but one thing I have noticed in stars is that if it isn't cloaked above 80% then it's not good enough.
At 80% and above you stand a much better chance of being 1 turn away at whatever warp you're moving at and not being detected. But then again Enigma pulsar can push your cloaking up to that all important 98%. I generally get my ships to 98% cloaked or I don't botherZ
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Re: MT items |
Fri, 06 December 2002 14:04   |
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Yea shocked no-one has voted for the MFP. I found that to be an essential on most any hull, granted it isn't a break point for a ship but it can help tip balances.
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Re: MT items |
Sat, 07 December 2002 22:00   |
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Mischief |  | Crewman 3rd Class | Messages: 4
Registered: November 2002 Location: Out there....watching | |
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if the most generally useful item, I'd have to say MPS, it's just one of those items that make you go
As has been mentioned earlier, all items can be useful, but the real beauty is that they bring the earlier, smaller hulls back out of obsolecence... A pack of scout chaff with an AMT and set to minimize damage to self, can be a serious threat if given enough covering heavies. MPS on frigates can make them equivalent to destroyers, how about MPS and MCM on your frigate mine-layers. Jump-gates are brilliant for SS deep-operations; all those rogues and galleons full of stolen enemy metals and 10 years of stealthy movement to get it on to your side of the border. Ultra-miners with AM, become 2nd line combat strip-miners, that can dis-engage if attacked. The list goes on...
Apart from the Unique ability items (JG and GD) all MT items can be bettered eventually, but you have to use more slots. Depending on current technology, MT items are most useful on the 2nd line, multi-role individual ships rather than Frontline Fleet specific warships.
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Re: MT items |
Sun, 08 December 2002 06:16   |
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My id indeed. I also mentioned it was a general poll. EVERY race can benefit from the MFP. It's handy to slap into elec slots ob beamer BB's. I honestly love the jumpgate when playing IT. It's handy to mass a giant fleet and send it into enemy territory. At the last minute gate it back to a border world and hey presto your enemies fleet is stranded out in space and gives you the chance to strike out into their lands with their defensive fleet far away.
I think the best MT item, flat out and with no doubt in my mind is the item that gives you the biggest advantage over your enemy.
If they have no minerals - GD
If they use slow BB beamers - enigma
If you have small hab and no minerals - alien miner.
If you're WM - MCM
etc....
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