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Planetary Turbolaser


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#1 soverign

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Posted 27 March 2012 - 11:41 PM

The Empire's Planetary Turbolaser is worthless against larger ships. It can't even damage a fully shielded MC80B. For the money I paid for them, I could have built a few Imperial Class Star Destoryers and do more damage to enemy ships than the worthless structures I invested into on my planets. :(

#2 Phoenix Rising

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Posted 28 March 2012 - 12:30 AM

You have to know when to fire them and what to fire them at. Do not hit an undamaged MC80. I'll think about lowering the price.

#3 soverign

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Posted 28 March 2012 - 12:54 AM

Couldn't the damage of the turbolaser be increased to the point where it could destroy just about any larger ship in one shot? That would be more canon and actually make the weapon useful. It may not be able to destroy a MC120 in one shot but a MC80 should be no match for it.

#4 wuffles

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Posted 28 March 2012 - 07:55 AM

I think either the prices needs to be quite a lot lower or its recharge time lowered a fair bit as it stands you get probably at most 2 shots with it. Only use I found for it was for when you had damaged a mon cal, and it goes into shield boost mode. The planetary cannon is good at then stripping the shield as it does too much damage quickly for even the crazy mon cal shield boost to keep up. But even so at its current price I realised building a capital ship at kuat was far far more cost effective.

Given how limited we are for ground slots really any defence thing in them should be very very strong to justify not only the credit cost but also the fact its taken a precious slot up.

#5 johnchm.10

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Posted 28 March 2012 - 12:06 PM

same applies to the Ion Cannon for the PRM/NR. the AI keeps sending me Venators, and i fire an Ion at it, and it doesnt even seem like the ship's speed is reduced that much compared to 1.1

#6 Phoenix Rising

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Posted 28 March 2012 - 04:06 PM

I'll play with the ground-to-space weapons.

#7 Brashin

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Posted 28 March 2012 - 04:42 PM

I wonder if the ion cannon also saps the energy of the ship meaning it slows its fire rate

Edited by Brashin, 28 March 2012 - 05:08 PM.


#8 Zeta1127

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Posted 28 March 2012 - 05:19 PM

Actually its an artificial effect, because the energy system is rather incomplete from what PR has said.
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#9 johnchm.10

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Posted 28 March 2012 - 05:19 PM

i remember using the hypervelocity gun frequently. taking out dreadnoughts in a single hit (the AI would throw them and Valiants at me a lot), bringing down the hull strengths of Libertys down to where i could just send a Scimitar squadron against it, and sometimes not even that. beautiful weapon.

#10 Phoenix Rising

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Posted 29 March 2012 - 04:06 AM

It's a little strange that the HVG made EaW, given its history. I mean, before that, wasn't it used for K-wing bombing practice in 16 ABY with no association with the Empire?

#11 johnchm.10

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Posted 29 March 2012 - 06:20 AM

not a whole lot of history on it, but maybe with the new guide to warfare coming out, it might be brought up. it seems like a better, more efficient choice compared to having planet-based turbolaser cannons like the W-165. the hyper-gun doesn't have to charge for 10 seconds like the 165, it probably is easier to maintain, as it almost certainly uses magnetic acceleration to impart velocity onto the projectiles it fires, meaning less energy is required to fire the weapon. tactically, i can see the weapon being used to engage multiple targets if the situation permits, as i can see the weapon being fed by either a magazine or a belt, and its projectiles could presumably penetrate lighter ships with far fewer shots compared to say an MC80. the weapon also looks like it might be easier to protect, as its not a giant pot-shaped structure sticking out of the ground, and im pretty sure one could have the cannon lying flat on the rest of the structure, possibly even disguised as some kind of conduit. i can also see the cannon being used against a wider variety of targets, as i imagine the W-165 can't rotate its cannon quickly enough to target some of the smaller, faster moving capitol ships like corvettes. the HVs-2 looks like it could rotate more quickly.

#12 sargeantsandwich

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Posted 29 March 2012 - 11:12 PM

the weapon also looks like it might be easier to protect, as its not a giant pot-shaped structure sticking out of the ground, and im pretty sure one could have the cannon lying flat on the rest of the structure, possibly even disguised as some kind of conduit.


Not to mention It can keep up energy shields while firing, something a planetary turbolaser wouldn't be able to do.

Edited by sargeantsandwich, 29 March 2012 - 11:12 PM.


#13 Chih

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Posted 29 March 2012 - 11:41 PM

Whatever you do, please don't make the planetary weapons one-hit-wonders against larger ships.

At the moment in my Imperial GC the planetary turbolaser is working fine, recharge time as said is a bit long, but damage is just about right. Killing Mon Cals is not a problem as long as shields are brought down a bit before firing.

#14 jamasonfierce

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Posted 30 March 2012 - 12:19 AM

Couldn't the damage of the turbolaser be increased to the point where it could destroy just about any larger ship in one shot? That would be more canon and actually make the weapon useful. It may not be able to destroy a MC120 in one shot but a MC80 should be no match for it.

Sounds more like a superlaser to me. It's sufficiently effective, in my opinion. You have to bring the shields down a bit, but after that, you can make short work of larger ships. It's far more useful to use it in conjunction with other units rather than a standalone weapon.

#15 Ghostrider

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Posted 04 April 2012 - 07:20 PM

They are lovely in GFFA era - vape most anything that moves.

Random thought - i'm not sure on the technological upgrades that took place, but are OSH-era Ion Cannon/Planetary Cannon more powerful that their earlier cousins seen in ESB?

We can't do upgraded land buildings, but is there a case for Mark II variants in late campaigns?

#16 Phoenix Rising

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Posted 05 April 2012 - 02:52 AM

As far as I know, the engine doesn't allow more than one surface-to-space weapon per faction. That includes variants.

#17 johnchm.10

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Posted 05 April 2012 - 05:25 AM

iirc, you can build 2 surface to space weapons provided you have room. i dont remember if it improves recharge rate though.

#18 Phoenix Rising

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Posted 05 April 2012 - 05:43 AM

Type.

#19 johnchm.10

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Posted 05 April 2012 - 06:19 AM

Ions in 1.2
havent played as empire yet in 1,2

#20 DaveAshton

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Posted 05 April 2012 - 10:02 AM

Whatever you do, please don't make the planetary weapons one-hit-wonders against larger ships.

At the moment in my Imperial GC the planetary turbolaser is working fine, recharge time as said is a bit long, but damage is just about right. Killing Mon Cals is not a problem as long as shields are brought down a bit before firing.

I agree.

If a fleet commander's stupid enough to call for hull-cracking planetary support against a fully shielded ship, they deserve for it not to destroy the target.

We can't do upgraded land buildings, but is there a case for Mark II variants in late campaigns?


I'd say yes, but not too much of an improvement. Maybe either 5% more damage, or a slightly quicker cooldown.



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