Thrawn's Revenge
Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: the_trots on April 03, 2017, 07:26:06 PM
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The excellent 2.1 manual, and numerous discussions on here refer to the Enforcer being equipped with quad laser cannons.
The Enforcers in my 2.15 install do not have any laser cannons
They are equipped with just Ion cannons and TurboLasers and I am not confusing them with Vindicators.
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the laser cannons don't have a hardpoint, if you look really closely you can see the lasers when you target fighters nearby
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the laser cannons don't have a hardpoint, if you look really closely you can see the lasers when you target fighters nearby
are they still 2 pulses or 10 pulses now to reflect that Enforcer carried 10 quad laser cannons in Legends?
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listen buddy, I just looked to make sure that it could kill fighters, I didn't analyse it in depth.
If I remember correctly, the lasers came from the center of the ship, so if you are going to count, I would recommend looking there.
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Helix, chill.
Hobbes, within the representative system, each weapon turns into a pulse and distributed to a hardpoint. In 2.2, that total number gets divided by 2 to reduce the number of particles. So, 10/2, means five total shots to represent. Between two hardpoints, that means that 2.5 pulses per hardpoint would be the "accurate" number using that system. We typically round down, so that's 2 pulses. However, going forward the plan isn't to do certain types of weapons, especially lasers, that way, and instead to give the appropriate number of weapons to make it as effective versus the intended target as they seem like they should be, which is already how dedicated anti fighter ships worked (which is why things like the Lancer have more pulses, they need to be able to do their job; the representative system is just a basic metric).
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Helix, chill.
Just wanna defend myself and say that's how I normally talk. I didn't mean to offend or provoke or anything.
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I will take a closer look next time I see an Enforcer in battle.
Thank you for answering my question.
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Helix, chill.
Hobbes, within the representative system, each weapon turns into a pulse and distributed to a hardpoint. In 2.2, that total number gets divided by 2 to reduce the number of particles. So, 10/2, means five total shots to represent. Between two hardpoints, that means that 2.5 pulses per hardpoint would be the "accurate" number using that system. We typically round down, so that's 2 pulses. However, going forward the plan isn't to do certain types of weapons, especially lasers, that way, and instead to give the appropriate number of weapons to make it as effective versus the intended target as they seem like they should be, which is already how dedicated anti fighter ships worked (which is why things like the Lancer have more pulses, they need to be able to do their job; the representative system is just a basic metric).
Ah, I didn't understand the system as well as I thought I did.