Turret Strategy
Talk about anything related to old versions of Armada.
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posted on August 26th, 2010, 1:48 am
Say I want to build a wall of turrets around a certain area. If I build torpedo turrets, then I can do more damage with fewer turrets, but chances are that not one torpedo would hit. Torpedoes do 200 hitpoints of damage per shot but cannot keep up with a ship at warp speeds.
If I build pulse turrets, then I have to build more of them to do the same amount of damage, but the shots are almost guaranteed to hit eventually even if a ship is at warp. Pulse phaser turrets do 100 hitpoints of damage. Should I mix the wall with both pulse and torpedo turrets, or make the wall all pulse turrets. Oh, and pulse phasers cannot be reflected by the Sovereign Class' Corbomite Reflector, can they?
If I build pulse turrets, then I have to build more of them to do the same amount of damage, but the shots are almost guaranteed to hit eventually even if a ship is at warp. Pulse phaser turrets do 100 hitpoints of damage. Should I mix the wall with both pulse and torpedo turrets, or make the wall all pulse turrets. Oh, and pulse phasers cannot be reflected by the Sovereign Class' Corbomite Reflector, can they?
posted on August 26th, 2010, 10:47 am
corbomite reflector cant reflect beams or pulses i believe. i know for certain it cant relflect pulses. and for certain it does reflect torps.
i would mix the turrets. or place your wall of torp turrets near a planet so that they cant warp through.
if u can, build all your base near a planet.
i would mix the turrets. or place your wall of torp turrets near a planet so that they cant warp through.
if u can, build all your base near a planet.
posted on August 26th, 2010, 10:56 am
You could also leave some high special weapons autonomy Steamrunners near the turrets. They will engine overload ships passing by.
posted on August 26th, 2010, 12:47 pm
The engine overload would cause them to drop out of warp. Making sure that some of the torpedoes hit.
posted on August 30th, 2010, 9:10 pm
I found that the best turret cluster was 1 torp, two pulse, 1 sensor. The pulses going in front of the torp and sensor at roughly middle elevation. This combination allowed for maximum coverage of area and range. (The sensor wasn't for catching cloakers...that was just a perk. It is put there to provide line of sight to the torp turret, allowing it to fire at maximum range. A spotter, so to speak.)
posted on October 20th, 2010, 3:54 am
Starbase with Torps and sensors. You have maxium line of sight with the ability to catch cloaks plus you have pulses to destory sovereign plus you have torpedoes which will destroy everything else the starbase can't destroy. Or build the great wall of china using torps because eventually the ship will stop and the torpeados will just keep coming and coming and coming.
posted on June 26th, 2011, 4:32 pm
i find that standard turets work best if you want to add torpedos then have a mix of 80/20% but if you can afford a 2nd base this would be much more desirable, especialy as it will help with crew and it manual fire has a good range.
posted on June 26th, 2011, 4:40 pm
Erm...
Did you check the age of the thread before posting?
Clue:
Did you check the age of the thread before posting?
Clue:
Re: Turret Strategy
« Reply #5 on: October 20, 2010, 05:54:38 AM »
posted on June 26th, 2011, 7:19 pm
mmmm ive done far worst necroing than that!
posted on June 26th, 2011, 7:25 pm
Raising a thread with unholy powers is generally fine if it is on topic and you have something productive to add I think
posted on June 26th, 2011, 8:11 pm
as far as i remember.. in A1 Combomite thingy reflected torpedoes and beams
posted on June 26th, 2011, 8:22 pm
The Corbomite Reflector only worked on torpedoes. It supposedly could also reflect beams goin by some code in the odf, but that never seemed to happen.
posted on June 27th, 2011, 12:55 am
Tyler wrote:The Corbomite Reflector only worked on torpedoes. It supposedly could also reflect beams goin by some code in the odf, but that never seemed to happen.
well i do not know about A2 as i never really played it as i didn't like it as opposed to A1 and in A1 i remember seeing combomite reflector deflecting torpedoes and beams
posted on June 27th, 2011, 2:05 am
Dominus_Noctis wrote:Raising a thread with unholy powers is generally fine if it is on topic and you have something productive to add I think
THE MOD HAS SPOKEN!!
On topic, AFAIK a torp from a turret will never miss, and AFAIK beams do in fact get reflected by the Corbomite thingy. At least, from Fusion Cubes anyway
posted on June 27th, 2011, 2:28 am
Turrets and starbases never miss, but you can outrun their weapons
Carbomite as I recall does deflect the beam weapon, but it isn't really visible. If you take a beam-only weapon and fire against a ship with Carbomite, the aggressor will take damage.
Carbomite as I recall does deflect the beam weapon, but it isn't really visible. If you take a beam-only weapon and fire against a ship with Carbomite, the aggressor will take damage.
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