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-- Is a Nova supposed to beat a Omega? (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=8875)


Posted by Aggressor on 05-11-2003 12:23 AM:

Is a Nova supposed to beat a Omega?

I never seen the T.V series, but I was under the impression that the Nova is the predecesser of the Omega, so shoudn't it be weaker in all areas compared to the Omega? I made a few one on one Nova vs Omega duels in FRED, but the Nova always comes out on top, especially after the Nova gets out of the Beam angle of the Omega.

P.S- BTW great work on R2, especialy the burst firing lasers. They add a whole new atmosphere into the game...


Posted by Commander Azrael on 05-11-2003 01:04 AM:

The Omega depends on it's beams...IMO anyway. it's other guns are basically anti-fighter.

Except for the EAS Juno, in the mission ' Liberation of Anaria ' It's two front turrets (Near the rotating section) fire red beams aswell...

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Posted by Mr. Fury on 05-11-2003 09:01 AM:

Nova dreadnought's strenght lies in it's anti-capital ship weaponry. Against fighters it has very little weaponry. So yes, Nova can win Omega.

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Posted by BabProj Team on 05-11-2003 02:38 PM:

The Nova was designed as the ultimate in fleet firepower. SO much so that it was horribly underpowered during the Minbari war. Our version somewhat represents that with weaker guns on the turrets. From the sounds of it, you're just telling the AI to attack each other...in which case, the Nova's turrets give it an advantage in FS2.

If you script the mission so that both ships make passes at each other, the Omega will probably win. Omega's were designed to be more effective than the Nova...so they have more fighters, less giant guns, more focused weaponry and the obvious enhancement of using beams as a primary weapon along with heavy pulse cannons.

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Posted by IPAndrews on 05-12-2003 07:45 AM:

Start both ships a fair distance away from one another to give Omega chance to use it's beams. Once the combat closes to a knife fight and the ships start circling one another the better field of view of the Nova's turrets will allow it to cream the Omega.

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Posted by tomcat on 05-12-2003 09:11 AM:

Or place a Gquan with 2 energy mines and both Fecking Bricks are dead..and if not dead GQuan will cut the balls off

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Posted by Ashark on 05-12-2003 09:54 AM:

oh where those emp missle thingies a G'quan fiered in one of those sim missions anergy mines?

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Posted by Don Buergit on 05-12-2003 10:18 AM:

Jes, and i think those mines are realy tooooooooo hard!

One shoot and all ships in in the impact-area are lost. Except the friendly ones.

Now i look the forward missile lunchers at the beginning.

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Posted by Don Buergit on 05-12-2003 10:19 AM:

I meant lock of course.

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Posted by IPAndrews on 05-12-2003 10:33 AM:

Yes, the energy mine is tomcat's sacrifice to the god of overkill. Mine is the Raider Battlewagon.

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Posted by Mr. Fury on 05-12-2003 10:44 AM:

One mine won't kill every single ship in one shot. Light and medium capships may go down with one or two e-mine hits though.

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Posted by tomcat on 05-12-2003 11:21 AM:

in any case u won't have 1000 Energy Mines..Max 2..

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Posted by Mr. Fury on 05-12-2003 11:49 AM:

quote:
Originally posted by tomcat
in any case u won't have 1000 Energy Mines..Max 2..

Actually it is unlimited since capital ship missile turrets do not have a limit, it is up to mission designer to use that limit.

(I wouldn't be surprised to see a modified G'Quan having e-mine launchers in every turret...)

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Posted by BabProj Team on 05-12-2003 12:12 PM:

You should never loose a full destroyer class vessel to the mines...probably three quarters of it...and heavy cruisers in close proximity. But yes, it is overkill and apparently its supposed to be that way

Would it be better for you guys if the E-Mines were disabled by default and you enabled them in FRED2 via the weapon selector?

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Posted by Jokoto on 05-12-2003 02:46 PM:

Since they are so powerful, using them must be script-controlled. The AI mustn't be allowed to fire dozens of them in a mission...


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