Is there areny point in using mk.1 weapons other than cost?
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Is there areny point in using mk.1 weapons other than cost?
Mk.2 weapons are better, but more expensive.
However, is there a situation where mk.1 weapons are viable, other than cost/resources?
However, is there a situation where mk.1 weapons are viable, other than cost/resources?
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Re: Is there areny point in using mk.1 weapons other than cost?
Perhaps when weapon heating issues apply and you (or NPCs) can fire more frequently and/or use longer sustained bursts with Mk 1 versions than with Mk 2s - that may be useful when chasing a very agile target that keeps dodging!
Also they are useful when you want to minimise hull damage per hit, such as when trying to persuade a bail.
Lower ranges and lower damage per hit can be useful when fighting around NPC stations and capitals where the odd friendly fire incident is more likely from your stray shots.
Also they are useful when you want to minimise hull damage per hit, such as when trying to persuade a bail.
Lower ranges and lower damage per hit can be useful when fighting around NPC stations and capitals where the odd friendly fire incident is more likely from your stray shots.
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Re: Is there areny point in using mk.1 weapons other than cost?
Mk2 are significantly more expensive, for only marginal gain. The cost/benefit of using mk1 and thus being able to afford more combat ships probably means mk1 wins from that perspective. Stats wise though, it seems mk2 are better in every way.
Re: Is there areny point in using mk.1 weapons other than cost?
Imo it depends on if you're producing or buying. Producing? Weapon parts have never been my bottle neck. Hulls are so I tend to build ships with better equipment to maximize each ship I do make.
If buying? Then its gonna depend on what the bottleneck in the local economy is. If the local economy is bottlenecked at weapon components, then you'll be able to get more ships by using mk1 instead of mk2.
If buying? Then its gonna depend on what the bottleneck in the local economy is. If the local economy is bottlenecked at weapon components, then you'll be able to get more ships by using mk1 instead of mk2.
Last edited by KextV8 on Fri, 23. Jul 21, 14:33, edited 1 time in total.
Re: Is there areny point in using mk.1 weapons other than cost?
5 times the cost, for 2 times the damage and a little bit more heat.
It essentially doubles the weapons on a ship. However, weapons are the main cost factor when building a ship. Equipping a carrier with fighters means either having 20 mk2 fighters or more than 40 mk1 for the same price. Two mk1 are better than one mk2.
It essentially doubles the weapons on a ship. However, weapons are the main cost factor when building a ship. Equipping a carrier with fighters means either having 20 mk2 fighters or more than 40 mk1 for the same price. Two mk1 are better than one mk2.
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Re: Is there areny point in using mk.1 weapons other than cost?
Yes, but doesn't that fall into the "cost/resources situation"?
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Re: Is there areny point in using mk.1 weapons other than cost?
Kind of, yeah. Just wanted to say that 2 fighters equals double the shields, hull and survivability vs one ship with mk2 weapons but it is kind of a sneaky ressource/cost argument.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
Re: Is there areny point in using mk.1 weapons other than cost?
That is kinda good argument, as S/M are expendable and die a lot, I'd rather want to have two mk.1 fighters, than one mk.2.
Re: Is there areny point in using mk.1 weapons other than cost?
But, you would take ten mk.2 over two mk.1, if credits were cheap?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.