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[FAQ
Forum Index » » English (General) » » Emp cannons and pulse lasers?
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 Author Emp cannons and pulse lasers?
Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-10-15 10:46   
Just 2 questions

First question,

Do you gain Prestige for doing system damage?

And second.

Why is the pulse beam range so short for?
Yesterday i noticed that when being atacked by ranged fighter attacks the fighters break off before they enter the range of the pule beams range.
[ This Message was edited by: Fatal Ants *XO* on 2008-10-15 21:53 ]
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Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2008-10-15 10:57   
Quote:

On 2008-10-15 10:46, Fatal Ants *XO* wrote:
First question,

Do you gain Prestige for doing system damage?

And second.

Why is the pulse beam range so short for?
Yesterday i noticed that when being atacked by ranged fighter attacks the fighters break off before they enter the range of the pule beams range.


which ship were u in? and could u actively target the fighters? or only see their fire?
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-10-15 11:36   
Quote:

On 2008-10-15 10:57, BeamMeAllUWant(AllReflectives) wrote:
Quote:



which ship were u in? and could u actively target the fighters? or only see their fire?



was in an ICC Command Station, Yes i could target the fighters, My CL laser could PD hem but the point of Pulse beams is to do that as a defencive messure.

And also had to turn on my CL lasers for PD after noticing the pulse beams would not work at that range.
[ This Message was edited by: Fatal Ants *XO* on 2008-10-15 11:38 ]
_________________


Russian Roulette with Muskets
Grand Admiral

Joined: September 04, 2002
Posts: 393
Posted: 2008-10-16 09:40   
In regard to pulse beams: with their range being low as it is, they dont do much good. they may kill the first 2 missiles but the other 4 will hit you since their travel time from point of interception to your hull is like 1 second.
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2008-10-16 09:50   
Personally, I've always been annoyed that point-defense beams only fire one at a time unless there's a whole lot of missiles or fighters nearby. Makes them vastly less effective, especially Pulse Beams.
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NiteHawk
Fleet Admiral

Joined: September 16, 2001
Posts: 209
From: Sag Hothha
Posted: 2008-10-16 09:51   
I think pulse beams should be a tad longer in range, and perhaps fire quicker in sessons while in PD mode (for example it will target missiles quicker alot quicker then lets say a CL laser).

I also think range should be different depending on the size of the ship. I am guessing the size of the ship might affect how PD is working, depending on the radius of the ship and where it is mounted.
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-10-16 19:13   
Still looking for answers to the 2 questions.


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Mithrandir
Chief Marshal

Joined: October 22, 2001
Posts: 1276
Posted: 2008-10-16 20:15   
No

Tradeoffs
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-10-16 20:24   
Quote:

On 2008-10-16 20:15, Mithrandir wrote:
No

Tradeoffs



Answer 1 sweet

answer 2 thats a rip off.

Thanks
_________________


Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2008-10-17 00:34   
the tradeoff is this: CL laser is supposed to be an offensive weapon, higher power for a longer recharge time. Pulse beams supposed to have low power, short recharge time.
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

  Email Leonide
Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-10-17 11:32   
Quote:

On 2008-10-17 00:34, leonide *FM*{Recruiting} wrote:
the tradeoff is this: CL laser is supposed to be an offensive weapon, higher power for a longer recharge time. Pulse beams supposed to have low power, short recharge time.




The tradeoff is BS. Its not the recharge time that is the problem.

The problem is that the "DEFENSIVE" point defence pulse beams that are the Defensive factions point defence dose not work in fighters and hardly on missiles.

Why and how is it a tradeoff to making the defensive faction not so different form UGTO's PD?

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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2008-10-17 11:38   
more power more range i often mod my ICC ships with half pulse beams and half chem beams to get a nice balance of point defence range

[ This Message was edited by: JBud on 2008-10-17 11:39 ]
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-10-17 12:20   
Quote:

On 2008-10-17 11:38, JBud wrote:
more power more range i often mod my ICC ships with half pulse beams and half chem beams to get a nice balance of point defence range

[ This Message was edited by: JBud on 2008-10-17 11:39 ]




Sorry i may be a bit ignorant here. But defensive faction to be defensive Pulse beams is a short burst point defence weapon, Meaning that we use the pulse beams in place of CL lasers to defend our ships/planets/stations. For defensive purposes the pulse beam should be at a max range to destroy as many missiles and fighters as possible. They are useless on any station unless the fighters are passing you to do to a target behind you. Also on dreads and cursers, the beam only comes slightly past the shields giving no real affect. When all other factions could use the pulse beams last patch they were proper range.

I am not saying there is a power issues with ICC but I am saying that the Defensive balance in pulse beams are useless if I must use full power CL laser for my Point defence.

The bottom line I am trying to make is the ICC ships use a lot of power in combat, Shields are not the only defensive part of ICC. Like every faction with there perks pulse beams are useless. UGTO and K’luth use disruptors and CL lasers for PD and ICC have the benefit of pulse beams that do not defend the ship 9 out of 10 times.


[ This Message was edited by: Fatal Ants *XO* on 2008-10-17 17:51 ]
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Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2008-10-17 13:39   
Hmm, was just wondering. How much more effective were the pulse laser designed to be? can the dev team answer this? some thing like 20% 30%?

Also, i dont think sym damg should give additional presg. I did a test yesterday by hulling a plat and just kept fluxing it to see if that stop the weapons from firing.

If it could become a way of farming press for ugto players, since u can flux the thing for ever and not kill it.

this maybe the same reason Ship capture for Plats and Starport trannys are turned off.
[ This Message was edited by: BeamMeAllUWant (AllReflectives) on 2008-10-17 13:44 ]
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2008-10-18 04:49   
Looking at this, maybe the range of the pulse beam should increase a bit more for its level?
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