Topic: Deathstar Weaponry  (Read 4139 times)

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Offline elkhartgreg

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Deathstar Weaponry
« on: April 16, 2011, 08:06:24 pm »
What have people tended to use as the SFC2 weapons on a Deathstar?



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Re: Deathstar Weaponry
« Reply #1 on: April 16, 2011, 08:34:11 pm »
I would use a cluster of Ph-4s, I'd think.
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Offline Czar Mohab

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Re: Deathstar Weaponry
« Reply #2 on: April 16, 2011, 09:03:50 pm »
I'd go with:
32xPh-G (simulate defense turrets)
8x AMD12 (simulate defense turrets)
1xMauler with 500+ battery (the main weapon) - if you want to simulate a ship killing mode of the main weapon, may add or change to 8xPh-4, but a well powered mauler may be all you need.

Other systems tuned to taste.
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Re: Deathstar Weaponry
« Reply #3 on: April 16, 2011, 10:15:29 pm »
That probably would work better...
Well, AMDs and Ph-Gs can be decent anti-fighter weapons, and we all know about the exhaust port...
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Re: Deathstar Weaponry
« Reply #4 on: April 16, 2011, 10:19:29 pm »
But that point defense on the DS missed most of the fighters coming in on it.
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Offline EmeraldEdge

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Re: Deathstar Weaponry
« Reply #5 on: April 16, 2011, 10:45:10 pm »
Maybe they were being run by technicians and the actual combat crew weren't transferred in yet?

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Re: Deathstar Weaponry
« Reply #6 on: April 17, 2011, 01:27:10 am »
Set sensors to 3 or 4, should lower hit rate on point def. without affecting the planet buster too much, and give the right feel for "inept Imperial gunner".

Not sure how to simulate the exhaust port.

Maybe they were being run by technicians and the actual combat crew weren't transferred in yet?




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Offline elkhartgreg

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Re: Deathstar Weaponry
« Reply #7 on: April 17, 2011, 11:56:57 pm »
Thoughts on Plasma R?

Offline FoaS_XC

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Re: Deathstar Weaponry
« Reply #8 on: April 18, 2011, 12:05:30 am »
I think it could work - but I'd stick with Direct-Fire stuff, i think it has a better "feel" for the deathstar's weapon suites.
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Offline Czar Mohab

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Re: Deathstar Weaponry
« Reply #9 on: April 18, 2011, 02:39:52 am »
Plasma would just turn it into one of those rock monsters but on a ginormous scale...

I think it could work - but I'd stick with Direct-Fire stuff, i think it has a better "feel" for the deathstar's weapon suites.

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Offline elkhartgreg

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Re: Deathstar Weaponry
« Reply #10 on: April 18, 2011, 07:31:06 am »
Ok, thanks.

What would you use for (super) star destroyers?  I figure I'll use the ppd as a secondary weapon but not sure about the main forward battery.  I really don't want to "just" use Phaser-4s because then it's no different than a starbase or the Death Star...



Offline Lieutenant_Q

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Re: Deathstar Weaponry
« Reply #11 on: April 18, 2011, 12:04:17 pm »
For the Star Destroyers, I would use a battery of Phaser Gs, and use Disruptors for the main batteries.
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Offline elkhartgreg

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Re: Deathstar Weaponry
« Reply #12 on: April 18, 2011, 04:58:38 pm »
I like the Ph-G idea but Disruptors?  Really?  They seem kinda weak and to short-ranged, even the 4s...



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Re: Deathstar Weaponry
« Reply #13 on: April 18, 2011, 05:54:17 pm »
Disruptors are a little weird. All the disruptors have the same damage, but the differences are in range.

I can't say what a disruptor is like in a starbase siege, due to lack of experience, BUT, in a Starship battle, I feel that disruptors have two points from which they can build an advantage on: Turn Rate and Wide Firing Arcs.
Turn rate lets you dip in at a steep angle and turn out quickly to back off, Wide arcs let you throw them at a steeper angle so that you have less to turn out.

BUT, both of these are only in an SFB context. Behaviour of the weapon is very dependent on what ship the weapon is mounted on (not in a technical manner, but rather how its used).

I would take a look at Corbomite's thread (somewhere) - it has all the weapon charts written out.
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Offline Lieutenant_Q

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Re: Deathstar Weaponry
« Reply #14 on: April 18, 2011, 08:40:23 pm »
The thing is though, Star Destroyers ARE very short ranged.  They are very powerful at point blank, but they have to get to point blank to do anything.  Otherwise they have to hope that their fighters will handle the threat for them.  Phaser 4's are good for the Death Star.  Probably give the Death Star a bank of Eight Phaser 4's in the FA arc.  And then a bunch of Phaser Gs.

For the Imperial, and the Rebel fleets, here's my take on available weapons

Phaser - 3 (older ships and fighters)
Phaser - G (All other ships)
Drone VI (Fighters)
Drone I (Bombers)
Drone IV (Capital ships)
Disruptors (Planetary Assault weapons)

If playing OP, the Phaser A can be used for Ion Cannons.  Otherwise omit the Ion Cannons.
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Offline elkhartgreg

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Re: Deathstar Weaponry
« Reply #15 on: April 19, 2011, 07:22:13 am »
What about armor values for the Deathstar (no/minimal shielding)?  I don't want it to be insane because some missions require blowing up a starbase but I also don't want it like the Borg Cube in the STV finale where it's destroyed in five seconds.  I'm thinking about 300, therefore.   Thoughts?



Offline elkhartgreg

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Re: Deathstar Weaponry
« Reply #16 on: April 20, 2011, 09:44:49 pm »
Hmmm...  It's only letting me go to 127 armor so I'm having to add shields...

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Re: Deathstar Weaponry
« Reply #17 on: April 21, 2011, 07:32:01 am »
Crazy idea . . . could you use planet specs for it? I think you can blow up planets, but it takes forever.

Offline ShadowDiver

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Re: Deathstar Weaponry
« Reply #18 on: April 21, 2011, 09:39:28 am »
Shoot....it only takes 4 Pla-R's to blow up an asteroid......what.... 6 for a planet, that's not much..

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Re: Deathstar Weaponry
« Reply #19 on: April 21, 2011, 09:48:48 am »
Quote
Shoot....it only takes 4 Pla-R's to blow up an asteroid......what.... 6 for a planet, that's not much..


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