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Re: Tact & Strat Sun, 27 May 2007 02:50 Go to previous messageGo to previous message
Skaffen is currently offline Skaffen

 
Senior Chief Petty Officer

Messages: 90
Registered: December 2006
Location: Germany
Micha wrote on Sat, 26 May 2007 23:13


"Popular wisdom" does *not* say that is is *not* "economically sensible to put organic armor on BBs", the armor is not used because it makes BBs too heavy to gate around (without armor around 377kT) and makes them in some cases too heavy with the range2 vs range3 weap in mind.


I am referring to quite a few discussions on the topic in the old newsgroup and I think some threads here at autohost as well where the consens seemed to be that if you take the resources spent on armor you´re cheaper off building more BBs, with the weight an added incentive of course. Counter-argument is the higher divisor for kills. But even the first part doesn´t hold water with a bit of miniaturization.

Resources for more warships also adds to the damage dealt, not just armor/shields but according to my calculations it was even cheaper when considering that aspect as well.

Quote:


Anyway if there is a question the answer would be: personally I think we're better off with BBs ...


At which W-tech level? Of course if we have W16 an SBC supported missile ship or 6 caps for Mega-Blasters are great (especially for us IS where the weapons are so expensive that adding damage through caps is the best way to go).

But W14 seems much more feasible and if given the choice between W10 BBs or W14 BBs and W14 CCs I think the CCs (especially with the EP giving move 2.5 AFAIK) are the way to go. Well, W15 for sappers would also help. The W14 beams are also almost half the costs as W16 with higher init...

What about that bug about mixed range weapons? Is there a way around it (e.g. given max damage orders) or will the ship always stay at range 3 and not close in?

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