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Master of Orion II: Battle at Antares/Warship technologies: Difference between revisions
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Master of Orion II: Battle at Antares/Warship technologies (edit)
Revision as of 07:43, 31 August 2014
, 31 August 2014→"Missile" weapons
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Hits at all 4 sides of the target simultaneously. If the weapon hits and the enemy has no shields or its shields are down, the damage is quadrupled. ENV increases a weapon's size and cost by 100% of the current standard value (after miniaturization). | Hits at all 4 sides of the target simultaneously. If the weapon hits and the enemy has no shields or its shields are down, the damage is quadrupled. ENV increases a weapon's size and cost by 100% of the current standard value (after miniaturization). | ||
===" | ==="Homing" weapons=== | ||
This section covers both missiles and torpedoes. Although these are very different in some ways, both | 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. | ||
All missiles (but not torpedoes) can have a modification | 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. | ||
====Level 0 modifications==== | ====Level 0 modifications==== | ||
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====Level 1 modifications==== | ====Level 1 modifications==== | ||
These are available after 1 level of miniaturization and | These are available after 1 level of miniaturization and can be applied in varying combinations: | ||
;Heavily Armored (ARM) | ;Heavily Armored (ARM) [missiles only] | ||
Missile base hitpoints are not affected by armor technology (in-game description is wrong). Heavily armored missiles have twice as many hitpoints. ARM increases a missile's size and cost by 25% of the current standard value (after miniaturization). Base Hitpoints: | |||
;Electronic Counter-Counter Measures (ECCM) | *Nuclear - 4 hp | ||
This halves the | *Merculite - 8 hp | ||
;Fast (FST) | *Pulson - 12 hp | ||
Increases a missile's or torpedo's speed by 8 squares per combat turn | *Zeon - 16 hp | ||
;Not Reduced by Range (NR) | ;Electronic Counter-Counter Measures (ECCM) [missiles and torpedoes] | ||
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] | |||
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). | |||
;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). | ||
====Level 2 modifications==== | ====Level 2 modifications==== | ||
These are available after 2 levels of miniaturization and apply in varying combinations to some weapons: | These are available after 2 levels of miniaturization and apply in varying combinations to some weapons: | ||
;Enveloping (ENV) | ;Enveloping (ENV) [torpedoes only] | ||
Like the similar modification for "beams", this torpedo modification makes it hit at all 4 sides of the target simultaneously. If the weapon hits and the enemy has no shields or its shields are down, the damage is quadrupled. ENV increases the weapon's size and cost by 100% of the current standard value (after miniaturization). | Like the similar modification for "beams", this torpedo modification makes it hit at all 4 sides of the target simultaneously. If the weapon hits and the enemy has no shields or its shields are down, the damage is quadrupled. ENV increases the weapon's size and cost by 100% of the current standard value (after miniaturization). | ||
;MIRV (MV) | ;MIRV (MV) [missiles only] | ||
MV missiles carry 4 full-strength warheads, and so quadruples the damage. MV increases the missile rack's size and cost by 100% of the current standard value (after miniaturization). | MV missiles carry 4 full-strength warheads, and so quadruples the damage. MV increases the missile rack's size and cost by 100% of the current standard value (after miniaturization). | ||
;Overloaded (OV) | ;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). | ||
{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Technologies|nextpage=Engineering}} | {{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Technologies|nextpage=Engineering}} |