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Aggressor
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Registered: Dec 2001
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Posts: 76

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...

Last edited by Aggressor on 05-11-2003 at 12:53 AM

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Old Post 05-11-2003 12:23 AM
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Commander Azrael
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Registered: May 2003
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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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Old Post 05-11-2003 01:04 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
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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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Last edited by Mr. Fury on 05-11-2003 at 09:02 AM

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Old Post 05-11-2003 09:01 AM
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BabProj Team
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Registered: Apr 2001
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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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Old Post 05-11-2003 02:38 PM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

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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Old Post 05-12-2003 07:45 AM
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tomcat
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Registered: Feb 2001
Location: Transylvania, ROMANIA
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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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Old Post 05-12-2003 09:11 AM
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Ashark
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Registered: May 2002
Location: Estonia
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oh where those emp missle thingies a G'quan fiered in one of those sim missions anergy mines?

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Old Post 05-12-2003 09:54 AM
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Don Buergit
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Registered: Mar 2003
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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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Old Post 05-12-2003 10:18 AM
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Don Buergit
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Registered: Mar 2003
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I meant lock of course.

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Old Post 05-12-2003 10:19 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
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Yes, the energy mine is tomcat's sacrifice to the god of overkill. Mine is the Raider Battlewagon.

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Old Post 05-12-2003 10:33 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

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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Last edited by Mr. Fury on 05-12-2003 at 10:44 AM

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Old Post 05-12-2003 10:44 AM
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tomcat
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Registered: Feb 2001
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in any case u won't have 1000 Energy Mines..Max 2..

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Old Post 05-12-2003 11:21 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

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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Old Post 05-12-2003 11:49 AM
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BabProj Team
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Registered: Apr 2001
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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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Old Post 05-12-2003 12:12 PM
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Jokoto
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Registered: Dec 2002
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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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Old Post 05-12-2003 02:46 PM
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