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| Gaming Discussion Talk about your favourite games, consoles and upcoming titles here. |
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| | #11 (permalink) |
| SFM Guru | say, Viper, where can I get this mod??? |
| Uniform Ideas =|= USS Ranier - The story of the training mission that went wrong WIP thread Check them out, please. Question/Comments are more than welcome, they are requested! | |
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| | #12 (permalink) |
| SFM Obsessed Realname: Matt Join Date: May 2006 Location: Australia Age: 23
Posts: 1,118
| I liked the missles, i used to buy 3 miranda class with the 6 heavy missle pods and 4 reloads. They could take down even the biggest command ship and had the speed to get away from retaliation. |
| Current WIPS: None 'cause I'm a lazy bastard. "With 5,000,000 models being destroyed a week, who's going to miss another one?" | |
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| | #13 (permalink) |
| SFM Oracle | Well, ain't that clear? That's normal even now with torpedos from subs. ![]() Too close the systems aren't armed, too far and the sub's too fast out of range. |
| See the Shadows of Darkness, Hear the Scream of Cruelty... That's why I've became a Warrior of Heart, Defend the one you like, Guard the one you love... | |
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| | #14 (permalink) |
| SFM Nugget Join Date: Aug 2006 Age: 41
Posts: 116
| I used to be an avid Starfleet Battles (and SFC) player back in the day. The reason photon torpedoes always missed at a range of less than 2 was because the blast radius would also damage the torpedo launching ship. Safety interlocks prevented the torpedo from detonating. You could override this by launching "overloaded" photons (doubling input power) but IIRC you would receive 4 pts of damage from back blast. It was just another way to add tactical depth to the game. |
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