Nyxen 1,605 Posted April 21, 2015 Why is the Highest PS for a ship that wants to shoot all the ordnance ever a 6? I'm feeling a great Rebel Bias here, all three dedicated ordnance carriers (B,Y,K) top at PS 8 while their Imperial Counterparts top out at 7 and 6 (TIE B and P) respectively. It makes them much less effective against elites 1 Radzap reacted to this Quote Share this post Link to post Share on other sites
Radzap 513 Posted April 21, 2015 I've noticed that too. Kinda whacked really since PS should have nothing to do with getting a missile shot off. The F-14 Tomcat which used technology from the 1970's could engage 15 targets FROM BEYOND THE HORIZON. Seems kinda stupid that a science fiction missile can get foiled so easily in this game. Quote Share this post Link to post Share on other sites
ficklegreendice 34,359 Posted April 21, 2015 fingers crossed for ignoring the excessively rigid TL restriction on ordinance (also, low PS is good for mines) 1 Radzap reacted to this Quote Share this post Link to post Share on other sites
Nyxen 1,605 Posted April 21, 2015 this is true, prox mines love low PS. I just want to experience the joy of dropping Turr Phennir in round 1 of combat with a proton torpedo with someone other than Horton Salm. Quote Share this post Link to post Share on other sites
macar 408 Posted April 21, 2015 Why is the Highest PS for a ship that wants to shoot all the ordnance ever a 6? I'm feeling a great Rebel Bias here, all three dedicated ordnance carriers (B,Y,K) top at PS 8 while their Imperial Counterparts top out at 7 and 6 (TIE B and P) respectively. It makes them much less effective against elites because a ship at PS9 with a EPT who gets two target locks on the same ship could be a powerhouse. Imagine that ship having Marksmanship. Moves near last (on par with han) shoots with a ton of damage and has the missile modifiers and Marksman to maximize damage. Sounds like overkill, so I think 7 was a good place to top that ship off at. If you really want that ps9 you have to pay for it. Quote Share this post Link to post Share on other sites
Ravncat 1,988 Posted April 21, 2015 Seems kinda stupid that a science fiction missile can get foiled so easily in this game. Science Fiction Foils. Also - We have a model scale, but we don't have a time per round nor a space scale to know how far the ships are actually "traveling" in a turn - range 3 could be beyond visual range, with laser systems having Sci-Fi BVR targetting. Quote Share this post Link to post Share on other sites
Krynn007 2,445 Posted April 21, 2015 I've noticed that too. Kinda whacked really since PS should have nothing to do with getting a missile shot off. The F-14 Tomcat which used technology from the 1970's could engage 15 targets FROM BEYOND THE HORIZON. Seems kinda stupid that a science fiction missile can get foiled so easily in this game. Well science fiction doesn't alway have everything right. In space where there is no gravity,why do ships keep their thrusters on? Once you reach your desired speed, you'll keep going at the same speed without the need for constant push Quote Share this post Link to post Share on other sites
Sithborg 11,513 Posted April 21, 2015 "Redline" is PS 7. And I don't know, I've seen a bomber squad be very effective. Quote Share this post Link to post Share on other sites
Okapi 1,463 Posted April 21, 2015 Imperials get the only ship capable of having both Cluster Missiles and Fire Control System. Season with Extra Muntions and missiles/torpedos/bombs to taste (I'm partial to Flechettes, Ion Pulses and Proxes, myself), and be scary. Quote Share this post Link to post Share on other sites
AtomicFryingPan 1,825 Posted April 21, 2015 Rebel bias ha! You're a funny guy. Quote Share this post Link to post Share on other sites