Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > Other Versions of Traveller > Classic Traveller

Classic Traveller Discussion on the granddaddy of them all, Classic Traveller!

Reply
 
Thread Tools Display Modes
  #21  
Old February 22nd, 2006, 10:33 PM
far-trader far-trader is offline
Noble
 
Join Date: Jul 2001
Location: Regina Subsector aka SK, Canada ;-)
Posts: 13,724
Gallery : 12
Visit far-trader's Blog
far-trader Citizen
Post

Quote:
Originally posted by Sir Dameon Toth:
Just a question: can you use your lasers if your sandcaster just fired?
A whole debate in itself [img]smile.gif[/img]

My thinking is that over the course of the sand effectiveness you may fire your lasers without penalty (you are shifting around your ablative cloud(s) for clear shots) but it is still effective against incoming laser fire (they can't time their shots to when you pop out). So laser hits against a ship with sand defenses is that ship popping out right into a laser hit, bad timing.
__________________
Dan "far-trader" Burns

Original material in this post may be employed for personal non-profit use with the origin noted. Any other use is subject to permission from the author. Contact me through the private message feature of this board.

Fund Rare Bard Rants - Donate your unused rants today!

Musings of an old Trader... (my CotI Travellog) updated - May 3 2012
Reply With Quote
  #22  
Old February 22nd, 2006, 10:33 PM
far-trader far-trader is offline
Noble
 
Join Date: Jul 2001
Location: Regina Subsector aka SK, Canada ;-)
Posts: 13,724
Gallery : 12
Visit far-trader's Blog
far-trader Citizen
Post

Quote:
Originally posted by Sir Dameon Toth:
Just a question: can you use your lasers if your sandcaster just fired?
A whole debate in itself [img]smile.gif[/img]

My thinking is that over the course of the sand effectiveness you may fire your lasers without penalty (you are shifting around your ablative cloud(s) for clear shots) but it is still effective against incoming laser fire (they can't time their shots to when you pop out). So laser hits against a ship with sand defenses is that ship popping out right into a laser hit, bad timing.
__________________
Dan "far-trader" Burns

Original material in this post may be employed for personal non-profit use with the origin noted. Any other use is subject to permission from the author. Contact me through the private message feature of this board.

Fund Rare Bard Rants - Donate your unused rants today!

Musings of an old Trader... (my CotI Travellog) updated - May 3 2012
Reply With Quote
  #23  
Old February 22nd, 2006, 10:46 PM
SanDragon's Avatar
SanDragon SanDragon is offline
Citizen: SOC-14
 
Join Date: Mar 2004
Location: Fort Wayne
Posts: 1,196
Gallery : 12
SanDragon Citizen+SanDragon Citizen+SanDragon Citizen+
Post

But if my memory isn't failing me, the trader doesn't have enough power to run one laser without shutting down, say, the grav and inertial comp.

I'd go with two sandcasters and a missile in one turret, two missiles and a sandcaster in the other.
Reply With Quote
  #24  
Old February 22nd, 2006, 10:46 PM
SanDragon's Avatar
SanDragon SanDragon is offline
Citizen: SOC-14
 
Join Date: Mar 2004
Location: Fort Wayne
Posts: 1,196
Gallery : 12
SanDragon Citizen+SanDragon Citizen+SanDragon Citizen+
Post

But if my memory isn't failing me, the trader doesn't have enough power to run one laser without shutting down, say, the grav and inertial comp.

I'd go with two sandcasters and a missile in one turret, two missiles and a sandcaster in the other.
Reply With Quote
  #25  
Old February 22nd, 2006, 10:53 PM
far-trader far-trader is offline
Noble
 
Join Date: Jul 2001
Location: Regina Subsector aka SK, Canada ;-)
Posts: 13,724
Gallery : 12
Visit far-trader's Blog
far-trader Citizen
Post

Two lasers if you figure the minimum powerplant needed for Jump 1 by Book 5 design. Book 2 design has no such requirement on starships, so one might assume an oversized powerplant.
__________________
Dan "far-trader" Burns

Original material in this post may be employed for personal non-profit use with the origin noted. Any other use is subject to permission from the author. Contact me through the private message feature of this board.

Fund Rare Bard Rants - Donate your unused rants today!

Musings of an old Trader... (my CotI Travellog) updated - May 3 2012
Reply With Quote
  #26  
Old February 22nd, 2006, 10:53 PM
far-trader far-trader is offline
Noble
 
Join Date: Jul 2001
Location: Regina Subsector aka SK, Canada ;-)
Posts: 13,724
Gallery : 12
Visit far-trader's Blog
far-trader Citizen
Post

Two lasers if you figure the minimum powerplant needed for Jump 1 by Book 5 design. Book 2 design has no such requirement on starships, so one might assume an oversized powerplant.
__________________
Dan "far-trader" Burns

Original material in this post may be employed for personal non-profit use with the origin noted. Any other use is subject to permission from the author. Contact me through the private message feature of this board.

Fund Rare Bard Rants - Donate your unused rants today!

Musings of an old Trader... (my CotI Travellog) updated - May 3 2012
Reply With Quote
  #27  
Old February 22nd, 2006, 10:57 PM
boomslang boomslang is offline
Citizen: SOC-13
 
Join Date: Mar 2001
Location: The Outrim Void
Posts: 858
Gallery : 1
boomslang Citizen
Post

Quote:
Originally posted by Black Globe Generator:
What's your favorite suite of weapons for the workhorse of the merchant fleet?
I'd say it depends on several factors.

If you've only got one good Gunner, put as many lasers as you can afford in one triple turret and run Gunner Interact to maximize your investment. Fill the other turret with sand and missiles.

If your Gunner is some sort of legendary crack shot, go with pulse lasers; they're more difficult to score a hit with, but they hit harder when they do connect.

If you can't rely on your crew's Gunnery skills, load up on missile launchers instead, and be prepared to eat the munitions cost.

If sand DMs are stackable IYTU, forego lasers entirely, mount a sandcaster in each turret, and fill the other four slots with missiles. Hire loaders, or press your Medic into service. Then coast and dump ordinace overboard until your opponent leaves or pulverizes you.

In general, "the mix" (one of each laser, missile, sand) is probably the best all-around, all-things-being-equal fit, and the one most favored by NPCs IMTU...

Customizing the weapons (and software) fit on their ship can be a very engaging (and expensive) PC hobby...
Reply With Quote
  #28  
Old February 22nd, 2006, 10:57 PM
boomslang boomslang is offline
Citizen: SOC-13
 
Join Date: Mar 2001
Location: The Outrim Void
Posts: 858
Gallery : 1
boomslang Citizen
Post

Quote:
Originally posted by Black Globe Generator:
What's your favorite suite of weapons for the workhorse of the merchant fleet?
I'd say it depends on several factors.

If you've only got one good Gunner, put as many lasers as you can afford in one triple turret and run Gunner Interact to maximize your investment. Fill the other turret with sand and missiles.

If your Gunner is some sort of legendary crack shot, go with pulse lasers; they're more difficult to score a hit with, but they hit harder when they do connect.

If you can't rely on your crew's Gunnery skills, load up on missile launchers instead, and be prepared to eat the munitions cost.

If sand DMs are stackable IYTU, forego lasers entirely, mount a sandcaster in each turret, and fill the other four slots with missiles. Hire loaders, or press your Medic into service. Then coast and dump ordinace overboard until your opponent leaves or pulverizes you.

In general, "the mix" (one of each laser, missile, sand) is probably the best all-around, all-things-being-equal fit, and the one most favored by NPCs IMTU...

Customizing the weapons (and software) fit on their ship can be a very engaging (and expensive) PC hobby...
Reply With Quote
  #29  
Old February 22nd, 2006, 11:01 PM
parmasson's Avatar
parmasson parmasson is offline
Citizen: SOC-14
 
Join Date: May 2005
Posts: 2,088
Gallery : 0
parmasson Citizen
Post

#1 Two beam one sand

Don't bother with a second.

Plus I play that if a turret with HE missiles in it gets hit roll +8 or KA-BOOM they go off.

Hey I didn't see this when I posted mine! Must be that kind of day!
__________________
If you're going through hell, keep going - Winston Churchill
Reply With Quote
  #30  
Old February 22nd, 2006, 11:01 PM
parmasson's Avatar
parmasson parmasson is offline
Citizen: SOC-14
 
Join Date: May 2005
Posts: 2,088
Gallery : 0
parmasson Citizen
Post

#1 Two beam one sand

Don't bother with a second.

Plus I play that if a turret with HE missiles in it gets hit roll +8 or KA-BOOM they go off.

Hey I didn't see this when I posted mine! Must be that kind of day!
__________________
If you're going through hell, keep going - Winston Churchill
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

This website and its contents are copyright ©2010- Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.