It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
In MOO 2:
For some reason Ion pulse cannons don't effect antarian vessels anymore?
Also the pulsar no longer hits fighters or rockets?

I have put tons of hours into this game in the past and am really glad it works on the newer computers now but these two weapons are not working as the developers intended anymore.
Post edited August 09, 2014 by roadie1977
I'm pretty sure that ion pulse cannons never affected antaran ships (or space monsters).

Pulsars should hit missiles and fighters but only if used actively on your own turn - they don't fire automatically in response to a missile or fighter impact the way point defense weapons do.
Garran is correct. Ion Pulse Cannons have in their description that they are completely ineffective vs Antarans and Space Monsters.
They was affecting them in 1.2 afaicr. (and not only Antarans and Monsters, but also the Guardian too.)
avatar
DarzaR: They was affecting them in 1.2 afaicr. (and not only Antarans and Monsters, but also the Guardian too.)
The Guardian IS a Monster so of course.
avatar
DarzaR: They was affecting them in 1.2 afaicr. (and not only Antarans and Monsters, but also the Guardian too.)
avatar
EvilLoynis: The Guardian IS a Monster so of course.
Well, right, its a special Monster. Just it works slightly different from others, as it also fair Ship for some things.
Thanks for the input guys,

Mabye my memory is a bit foggy after fifteen years. My roomate and I used to play the off the disc vanilla. We used to use the time warp facilitator/troop pods with ion cannons (maybe it was the plasma cannon with a lucky hit) to capture them before they self destruct on their turn to get their tasty tech. =)

The pulsar is ignoring fighters and missiles though in my game. Ill test it on a new save game because I flew into a pack of enemy ships with planetary missiles and fighters near by, hit my pulsars to protect my long range destroyers, only the ships got hit. The missiles and fighters took no damage and proceeded to take out my destroyer fleet.
I just really felt violated thinking the pulsar (my favorite pd weapon) got nerfed without making the space cost allot less.
avatar
roadie1977: Thanks for the input guys,

Mabye my memory is a bit foggy after fifteen years. My roomate and I used to play the off the disc vanilla. We used to use the time warp facilitator/troop pods with ion cannons (maybe it was the plasma cannon with a lucky hit) to capture them before they self destruct on their turn to get their tasty tech. =)

The pulsar is ignoring fighters and missiles though in my game. Ill test it on a new save game because I flew into a pack of enemy ships with planetary missiles and fighters near by, hit my pulsars to protect my long range destroyers, only the ships got hit. The missiles and fighters took no damage and proceeded to take out my destroyer fleet.
I just really felt violated thinking the pulsar (my favorite pd weapon) got nerfed without making the space cost allot less.
Whats the need with warps VS antarans? They do not retreat. Usually you capture them (if you do care) with assault shuttles, or knock engine with EMG missile, or tractor beam them.

No, pulsars do work, but you need to shoot them in pack, to be able to destroy missiles/fighters. The way how game calculate damage to missile\fighters stack from area-damage effect is not entirely known yet sadly (at least to me), but there is difference in say, shooting 1pulsar+1pulsar+1pulsar as 3 different slots, than 3pulsars as one slot. Second is preferred.
Post edited August 11, 2014 by DarzaR
The time warp facilitator because : They always self destructed on their turn when immobilized. Yes interceptors are a good workaround but at an overall cost. Interceptors are not as reliable in all situations as more beam weapons or special systems for inflicting maximum damage on turn one. When interceptors are destroyed , you have a empty bay /space/ were a weapon could be sitting.

I prefer speed and fire power with accuracy. Think of it as the difference of choosing a telepathic race or one that isn't in that aspect.
avatar
roadie1977: The time warp facilitator because : They always self destructed on their turn when immobilized. Yes interceptors are a good workaround but at an overall cost. Interceptors are not as reliable in all situations as more beam weapons or special systems for inflicting maximum damage on turn one. When interceptors are destroyed , you have a empty bay /space/ were a weapon could be sitting.

I prefer speed and fire power with accuracy. Think of it as the difference of choosing a telepathic race or one that isn't in that aspect.
Oh, sorry, my bad, i had read "Warp interdictor". Shuttles are used to capture first antaran scouts, because if you have some Time-Warp level tech already - you dont bother with antarans toys, game was over turns ago already.

Interceptors are interceptors, they are imba of game. But if youll set them aside - ofc beam ships are ultimate eventually. Just you also need to add a Time into equation, as firepower growing slowly, and accuracy the slowest. Speed is must be, thats definitely.