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EF Quorl Dalon
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Post by EF Quorl Dalon »

That's the only thing beams are good for. Does anyone actually use beams here, except for the charge bonus?
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Jagged Fel
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Post by Jagged Fel »

If it's the jamming beam, I use it against caps. Other than that, no.
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Post by Guest »

I use the tractor beam sometimes
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steel
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Post by steel »

Quorl Dalon wrote:That's the only thing beams are good for. Does anyone actually use beams here, except for the charge bonus?
I presume you forgot how a tractor beam combined with missiles can greatly help you to quickly destroy very agile fighters...

Not to mention dogfighting, when a player partially imobilises one fighter making it possible for his wingman to finish him off with cannon fire.
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Jagged Fel
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Post by Jagged Fel »

Tractor beam I save against T/Ds and T/As. Even then, I manage without it most the time.
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steel
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Post by steel »

Assuming we are talking about AI, that is correct. Yet, alone I one can destroy 6-12 TDs faster with a beam (depending if you choose to fire missiles to kill or to make them fly slower) than if going all way down with cannons.

It also spares your nerves for more worthy duties.
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Post by steel »

By the way, it would be nice to have an edit function :p
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EF Quorl Dalon
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Post by EF Quorl Dalon »

I never really tested the range of beams, but since I fully up my shields and blaster charge level, I need all the energy I can get.
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Post by steel »

Wich brings us to the next point then: effective energy management during combat. I will however stop it here.
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EF Quorl Dalon
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Post by EF Quorl Dalon »

No, please. How do you manage energy better than full blaster and shields?
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steel
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Post by steel »

Well the point is to set your energy settings so that the eurplus power is transfered *where* it is needed.

As long as your fighter has its shields at 200% (or your skills give you the trust) there is no need to charge them. You only need to keep the shields at that strenght. Your engines will thank you for that extra power, you will get faster thus becoming harder to hit. Wich on its turn, will keep your shields safe from getting hit.

If you get cought *then* it is wiser to raise the shields power settings so that they can recharge.

Gun energy at 100% is a good choice. However, by training your aiming you will only need a few shots to destroy a target. Once you reach that level, you will be able to fight most battles at 75%. If you then find yourself in more difficult scenarios, you can raise the power setting to 100%. As long as it is needed.
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Post by steel »

Returning to beams. I only have them charged for as long as I need them. I use to fly with their settings at 0% and whenever I need the beam, I charge it on full power. Since the beam reloads very quickly, it will be fully charged in less than 2 mins or less, and it is already effective when half-charged.

Conclusion: the fast recharge rate of the beam plus a wise power management, allows you to use it when you need it. And that with only a sporadic use of energy.
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Post by LC La Forge »

As for the actual skirmish we're flying: Captain Calder worked out an SKM awhile back that we both agreed upon. We'll be using that. We don't have shields (or anything else, really), but we have a lot more fighters than they do.
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Post by Guest »

I call T/A ...still

so can we start assigning ships please so we know what to pratice with
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LC La Forge
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Post by LC La Forge »

I'll send an email out within the next day with the SKM file attached and assignments. Captain Wedge, of course, has the ability to change those if he wants.
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