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Disharmony Questions

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11 years ago
Sep 28, 2013, 5:05:45 AM
I feel comfortable playing "vanilla" ES, but I haven't played much Disharmony. So, I literally read the Disharmony manual cover to cover (okay, I skipped the epilepsy warning and the legalese at the end) last night, but I still am wondering the following:



1. What exactly is "Hull Weakness" and how does it affect combat?



2. How much effect does your setting for each combat weapon (long, medium, melee) have? For example, if I set a Beam weapon to long range, how much does that affect damage?



3. Why do higher-tech fighters take two special slots? Are they twice as valuable as bombers?
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11 years ago
Sep 28, 2013, 4:41:30 PM
Wow! I read the whole combat wiki page and it's informative and a bit disturbing in parts.



Are kinetics really so all-powerful and are missiles really that bad as the article portrays?
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11 years ago
Sep 28, 2013, 7:11:15 PM
coyote303 wrote:
Wow! I read the whole combat wiki page and it's informative and a bit disturbing in parts.



Are kinetics really so all-powerful and are missiles really that bad as the article portrays?


Not as far as I can tell, they all have their place. I prefer missiles to Kinetics IMO but I have a bit of each on all my ships.
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11 years ago
Sep 29, 2013, 12:41:54 AM
Yea, I think missiles can still work as well depending on the situation, but I agree with the assessment that kinetics is too good at the moment.
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11 years ago
Sep 30, 2013, 2:39:05 PM
The kinetics ability to switch over to another target during one combat-phase should come at the cost of damage.



I've not been in the mood to calculate how much damage per tonnage it does in each phase, but my expectation would be, that it's lower than that of missiles because of the aforementioned reason.



The simplest answer to Hull-Weakness would be: "Hull-Weakness represents the amount of defense needed to double a ships effective health against one weapon-type."
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