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Hiigarans
2007-06-09
  RE-Contrust on T.Empereur  

Name T.Empereur
Class Battleship
Weapon 3,500
Energy Damage 2,000
Kinetic Damage 1,500
Missile Damage 0
Chemical Damage 0
Hull 9,000
Range 7
Scanner rating 300
Power rating 6,556

Cost per unit 60,275
Upkeep 7,200

1 turn produces 6
(build rate might need to change if double build rate apply on other smaller ship later)

Mineral Required Required
Terran Metal 120

Ship Specials
No retaliation

Ship Attributes

Defense Modifier
Energy Shield - 30 %
Absorption Shield + 40 %
ECM - 20 %
Ionized Hull + 35 %

shiled was tuned. i post this up again to keep it tracked as i wont be free for next 3 weeks to do any shield test. show some respond.
SexyCandymen
99+ day(s) ago
Energy Shield - 30 %
Absorption Shield + 40 %
ECM +40 %
Ionized Hull -30 %

any other way and its useless=) plus if u put no defense on it it be just candicapted arog
Maraudian
99+ day(s) ago
Fleak , thats basicly for T class , just stephenglish and all

other T class are like range 9 etc yar
T emp is lower range than them but deals more dmage etc
fleak2
99+ day(s) ago
eek we dont need the projectile damage more than the energy can do

so 2000-500 is more reasonable

well the shields should be used for both kaliem and empereur

cos read the storyline =P

well it is ok if you dont want to follow the story
Hiigarans
99+ day(s) ago
i was thinking to let this thread dead after all...

Name T.Empereur
Class Battleship
Weapon 2,500
Energy Damage 1,500
Kinetic Damage 1,000
Missile Damage 0
Chemical Damage 0
Hull 8,000
Range 7
Scanner Rating xxx
Power rating xxxx (should be 5k arround)

1 turn produces 6

Ship Specials
No retaliation

Ship Attributes

Defense Modifier
Energy Shield - 50 %
Absorption Shield + 50 %
ECM - 50 %
Ionized Hull + 50 %

well, swap shield on T.Kalieum wont be done, i suggest the shielding use on new T.Empereur.
fleak2
99+ day(s) ago
The Battleship is the primary flagship of the terran fleet. It uses new ionic fusion technology that can create powerful magnetic fields that are used to weave a thin cone of pure plasma and fire it at a target resulting in a bolt that inflicts massive damage unmatched by any other terran ship. This produces more damage compared to current weapons used by other ships but has shorter range due to energy dissipation with range. It is also armed with multiple beam guns on each side provides cover-fire and proximity missiles which explode when a target is within range. Nearly double the size of the cruiser, its hull is composed of advanced null composites, allowing it to deflect smaller ship fire. Using the same technological enhancement with hull engineering as the cruiser with the combined physics of angled hull reinforcements and the further protection of the engine by condensed space, it can take vastly more damage compared to the cruiser.

hey!

can the GC computer handle complex calculations?

like damage depends on range required to fire at opponent

so if opponent range is 7 or more t.empereur range becomes range 1 and deals "massive damage"
and if opponents range is lesser than 7 then get pwned by the range 7`s damage

needing 2 damages for calculation?

if not, look closely at the text.
massive damage unmatched by any other terran ship
so energy damage should be higher than nirv
proximity missles so missle damage of 500 =P
no mention of any projectile damage though

nearly double the size of the cruiser... and the same technological enhancement with hull engineering as the cruiser shields should be -50-50+50+50
but... angled hull reinforcements mean that projectile damages are weak against this ship. tanks have angled hull to deflect shells and use armour piercing shells to try and nullify that

so i think the shields should be -50 +x +50 +50

x depend on how good the physics is.

all this was written to go with the story =P
Maraudian
99+ day(s) ago
below looks balanced and better , and thats about all it needs , i like the idea of the weaknes being missile myself
Maraudian
99+ day(s) ago
sooo

Name T.Empereur
Class Battleship
Weapon 3,000
Energy Damage 2,000 Energy damage increase 500
Kinetic Damage 1,000 Kinetic damage increase 500
Missile Damage 0
Chemical Damage 0
Hull 8,000
Range 7
Scanner rating x
Power rating 5,881 power increase to around 6,000

Cost per unit 49,975 small cost boost
Upkeep 5,400 small upkeep boost

1 turn produces 4

Ship Attributes
Defense Modifier
Energy Shield + 20 %
Absorption Shield - 60 % change to -30% this can be swapped with ECM if prefered
ECM + 20 %
Ionized Hull + 20 %

Edited by Maraudian on 2007-06-18
fleak2
99+ day(s) ago
keep the origvinal shielding

the hull stays at 8k and weapons can be 2500-500-0-0

it is a t.class in the first place

maybe give it scanner ratings matching that of a viator II scout? o.0 say... more than 500?

i dont mind if this guy gets to 6.5k PR

but if it rises to 7k

i would rather build 2 of the old ship
Deiloche
99+ day(s) ago
Yes... they SHOULD be.
Maraudian
99+ day(s) ago
smaller ships are alot more powerfull and affective than big ships

or should be =/
Maraudian
99+ day(s) ago
hmm 4 is fair i guess , but well , gotta go with the flow and hiigs original wanted 6
fleak2
99+ day(s) ago
er by the way in the first place, big shipd should take longer to build... so i dont see the reason why small ships have slower build rates

unless you are trying to say that it requires time to train personnel to put inside

then you will need even more turns to train thousands of men to man a jagg
Maraudian
99+ day(s) ago
meaning it would have less damage , less little less shielding , wouldnt be as dominent with the no retal ( as it would have no defence if given , or nither ) But a fair amount more hull so yar i kinda agree it would need a power boost , 6 to 6.5k would be fair
Deiloche
99+ day(s) ago
The ship mostly only sucks because it`s shield modifiers. It`s a lot like the aragonite used to be, in that respect. 3k damage, 8k hull, 6k PR... pretty good. Add no retal and those shields you mentioned earlier (-30% to kinetic, +20% to everything else) that is pretty good. I disagree with the buildrate, though. 5 per turn tops... 6 is too much. It`s not a juggernaught, 30k PR per turn is too much.
Maraudian
99+ day(s) ago
3k dmg 8k hull range 7
5.5k pr ( possibly 6k )
Deiloche
99+ day(s) ago
Ehhh... You`re actually overpowering it, mara. ^^; 4k Dmg, 8k hull, 5.5k PR? That would make it a better ship than the nirvana, way better than the flysch... arguably better than the tyr...
Maraudian
99+ day(s) ago
range 7 no retal but without no defence

i think to balance out your ship, no defence should be added , small power rating drop ( basicly keep it at the power rating it is now )

as for the shield its a complete reconstruct yet T class are able to have any shielding they please on T class sooooo my suggestion looking at yours and the current

Name T.Empereur
Class Battleship
Weapon 3,000
Energy Damage 2,000 Energy damage increase 500
Kinetic Damage 1,000 Kinetic damage increase 500
Missile Damage 0
Chemical Damage 0
Hull 8,000
Range 7
Scanner rating x
Power rating 5,881 power drop to around 5,500

Cost per unit 49,975 small cost boost
Upkeep 5,400 small upkeep boost

1 turn produces 4 +2 = 6

then as for shields you can go any way you feel , however it would be best if you simply kept 3 at +20% and have one at -30% ( that 1 not being ionized preferably missile )

as for no return fire , i think no defence would also be needed if you would want to include it

Edited by Maraudian on 2007-06-18
EnderWiggin
99+ day(s) ago
i`m all for the empeuror detting some tune ups...even if it is just lowering the pr, it`s not good for much as is...
labratmaze
99+ day(s) ago
I agree with DM, its useless ship . Work on something else.....
Hiigarans
99+ day(s) ago
Maraudian> so, u mean just use the old Emp but just drop the pr? oh, ok...

*note Hii finaly got what Maraudian try to say...

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