Master of Orion II: Battle at Antares/Warship technologies: Difference between revisions

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==="Homing" weapons===
==="Homing" weapons===
This section covers both missiles and torpedoes. Although these are very different in some ways, both must physically close the distance to hit their targets but have unlimited range and (early on) greater accuracy than beam weapons. However both weapon types can be "jammed" causing them to miss and many defensive technologies can shoot down or destroy missiles before they hit their target.
This section covers both missiles and torpedoes. Although these are very different in some ways, both must physically close the distance to hit their targets but have unlimited range and (early on) greater accuracy than beam weapons. However both weapon types can be "jammed" causing them to miss and many defensive technologies can shoot down or destroy missiles before they hit their target. Torpedoes cannot be shot down by beams, anti-missile rockets, pulsars, spatial compressors or ship explosions. They are affected by Lightning Fields. Missile speed is affected by drive technology, while Torpedo speed isn't.


All missiles (but not torpedoes) can have a miniaturization-independent modification granted by a separately researched technology: Emissions Guidance (EMG) makes all missiles that penetrate a ship's anti-missile defenses and shields do all their damage to its engines, either immobilizing it or making it explode. EMG quadruples a missile's size and cost. It provides no advantage against Star Bases and planet-based defenses.
All missiles (but not torpedoes) can have a miniaturization-independent modification granted by a separately researched technology: Emissions Guidance (EMG) makes all missiles that penetrate a ship's anti-missile defenses and shields do all their damage to its engines, either immobilizing it or making it explode. EMG quadruples a missile's size and cost. It provides no advantage against Star Bases and planet-based defenses.
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This halves the evasion bonus granted by the target's Jammer (if any). If no jammer is present, there is no effect. ECCM increases a missile rack's size and cost by 25% of the current standard value (after miniaturization).
This halves the evasion bonus granted by the target's Jammer (if any). If no jammer is present, there is no effect. ECCM increases a missile rack's size and cost by 25% of the current standard value (after miniaturization).
;Fast (FST) [missiles and torpedoes]
;Fast (FST) [missiles and torpedoes]
Increases a missile's or torpedo's speed by 8 squares per combat turn. Each missile has a Beam Defense value based on it's drive speed calculated exactly the same as for ships. Thus FST also makes a missile harder to hit. FST increases the weapon's size and cost by 25% of the current standard value (after miniaturization).
Increases a missile's or torpedo's speed by 8 squares per combat turn. Missile speed is affected by drive technology, while Torpedo speed isn't. Missiles have a Beam Defense value based on their drive speed calculated exactly the same as for ships, thus FST also makes them harder to hit. Base (unmodified) torpedo speed is 18 for Anti-matter and 22 for Proton and Plasma. FST increases the weapon's size and cost by 25% of the current standard value (after miniaturization).
;Not Reduced by Range (NR) [torpedoes only]
;Not Reduced by Range (NR) [torpedoes only]
Applies only to Plasma Torpedoes, whose strength normally decreases for every combat turn between launch and impact. NR eliminates this reduction, but increases the weapon's size and cost by 25% of the current standard value (after miniaturization).
Applies only to Plasma Torpedoes, whose strength normally decreases for every combat turn between launch and impact. NR eliminates this reduction, but increases the weapon's size and cost by 25% of the current standard value (after miniaturization).
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;Overloaded (OV) [torpedoes only]
;Overloaded (OV) [torpedoes only]
Applies only to torpedoes and increases the weapon's power by 50%. OV increases the weapon's size and cost by 50% of the current standard value (after miniaturization).
Applies only to torpedoes and increases the weapon's power by 50%. OV increases the weapon's size and cost by 50% of the current standard value (after miniaturization).
===Fighters===
*Fighter speed and hitpoints are increased by your best drive and armor, respectively (the same as with ships). Fighters' Beam Defense is it's speed x5 (just like for ships), with an extra +35-40 BD bonus in addition. Fighters' Beam Attack is based on the targeting computer of the launching ship.
*Fighters return to their ship after their sortie, and can then be re-launched. Any unit of 4 fighters that had at least 1 vessel destroyed cannot be re-launched. If the launching and target ships are close enough, fighters can attack every round.
*Beams used by fighters must be able to have the Point Defense modification, but the damage done is not the same as Pd beams on ships. The damage done is equal to the beam's normal damage +1 (except that Mass Drivers don't get +1). Bombers and Heavy Fighters carry bombs, which is the only way to use bombs against ships.
*High Energy Focus, Structural Analyzer, and Achilles Targeting Unit don't apply to damage done by fighters. Lightning Field tries to destroy fighters every round.


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