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Home » Stars! 2.6/7 » The Academy » MT items
Re: MT items Thu, 28 November 2002 17:48 Go to previous messageGo to previous message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

The minimorph is useless too, but at least it doesn't pretend to be anything more than a smaller version of a metamorph which in itself aint that great. Small pokey cargo bay and though versatile, not much use for anything bar saving ship design slots by using general use designs.

All of the other MT items can be useful, except maybe the jump gate but only really to HE races or someone who doesn't Shocked use stargates!!!!!

The AMT is only useful when minerals (iron specifically) are low, and i mean LOW. As for bio 21, it wasn't a complaint because that was high as 21 is very acheivable and many MT items require good bio tech. My complaint was more that why have bio so high and weapons for example so low. If the bio requirement was say 11 also, then suddenly the AMT is VERY useful. AT weapon 12 propulsion 6 you get Jihad Missiles, 85 damage with 25% accuracy (i think thats right) - which by any right is a MAJOR advancement because at this stage sheilds are generally still weak and jammers are rarely in use. If you were given the option of Jihad or AMT then it's AMT all the way due to lower mineral cost, roughly equal damage (if sheilded) but with accuracy 3 times greater - i.e. even with lower damage against an unsheilded target you're still delivering 3x the damage due to better aim!!!!

Problem is I don't know of ANYONE ANYWHERE EVER thats reached bio tech 21 before reaching weapons tech 12. I thought most every race has the first initial tech goal at either 12 for the jihad or 11 for the gatling gun - both of which are the first major break throughs.

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