the artemis seems the most logical "base" for the EA. come to think of it how much power does that shield take?
the artemis seems the most logical "base" for the EA. come to think of it how much power does that shield take?
"How can you go to war if you're afraid of alcohol"
it can block everything except for the artemis piercer which was the gundam legend has
i mean what is providing the energy for it if they keep it going all the time thats got to be an insane power requirement. it was that or the Umbrella Artemis
ohh it needs a lot of power that the base having the "artemis" a.k.a. "Umbrella of Artemis" cant even raise it up for 24/7.. meanwhile the gundams Infinite Justice, Strike Freedom are nuclear powered so they dont have any problem raising it up or down. They're only concern is when when attacking back.. even their weapons pass through the artemis "from inside going out" thats why they're turnin it down.
On the other hand... the Gundam Destiny has limited power that having 2 concern.. 1 is the mentioned above. and the other is limited power.
in the mod.. i wonder if theyll make the Freedoms and Justice infinite power?
well in the technical stuff it is "unlimited power" meaning it actually can run out if they use energy faster than it is being replenished. and their weapons are stopped by the shield. the only thing that got through the shield was if they used their own shield to cancel it out or the akatsuki.
for the infinite justice and the strike freedom.
oops i mean their weapon cant pass through artemis "from inside to outside"
i dont know about unlimited power.. in anime they didnt show how the depletion and replenish of energy..
no no... the only thing that can pass through the artemis is an object that has beam coating.. Akatsuki is fully beam coated hehe
btw... now that we mention akatsuki and beam coating? wonder if there are upgrades for that.. i mean like duel.. it has its own menu for sub system.
I just hope Akatsuki is reasonably balanced.
Artemis does seem like a good mothership, although some mobility is nice.
actually the destiny, Legend, infinite Justice, and the SFreedom all have the same power planet
heres what i got from wiki
"the Hyper-Deuterion Nuclear Reactor is a hybrid system created by ZAFT (and also used by the Clyne Faction) which combines a nuclear fission reactor with the deuterion technology. These two generators complement each other and thus in theory never power down. The deuterion system functions like a battery which stores the power coming from the nuclear fission reactor and then converts it into electricity. Thanks to this Hyper-Deuterion Nuclear Reactors are more powerful and efficient than conventional nuclear fission reactors. The Hyper-Deuterion Nuclear Reactor is currently used by the ZGMF-X3000Q Providence ZAKU, ZGMF-X42S Destiny, ZGMF-X666S Legend, ZGMF-X19A Infinite Justice and ZGMF-X20A Strike Freedom. Despite all using the same reactor the "G.U.N.D.A.M" acronym for the Destiny and Legend is Gunnery United Nuclear-Deuterion Advanced Maneuver while the acronym for the Infinite Justice and Strike Freedom is Generation Unsubdued Nuclear Drive Assault Module complex."
I guess a bonus to Nuclear-suits is that their abilities recharge MUCH faster than battery-powered suits.
Wonder if "Wings of Light" or whatever its Technical name is, will be available to the Destiny.
Don't even need to question the Fatum-00's.
Since the 9CCN duel has that pentagram animation, maybe dragoons will work like that. They go into that animation then are "rotatable turrets"
hmmm but i think strike and infinite have something different. because wouldnt that mean the destiny and legen have the cancelers as well? meaning zaft would have just broken the treaty. though they might have thought that the EA with their insane amount of breaking the treaty all those nukes and the ship with the mirage colloid as well as the ninja daggers which have mirage colloid and an n jammer canceler. Mahanon the infinite justice went through the Requiems shield which is the same tech as the artemis. i dont remember the exact name for the shield its the generated one nota physical one. the strike freedom infinite justice destiny and legend all have it. mahq terms it as a beam shield generator.
they might have it but i dont know if it would boost anything
Boosts defense against beam weapons, I think it doesnt affect solid objects. Since that's what PS armor is for.
I'm REALLY hoping that Calamity, Forbidden, and Raider will make an appearance soon.
IJ, SF, Destiny, and Legend should have the same power plant that gives unlimited power.
In GSD episode 42, the Destiny was running low on power, this was a scripting error that wasn't caught before the episode was released. It was fixed in the official canon GSD movies and the scene was removed.
As for the umbrella of artemis. It's a beam shield, similar to the one that covered Requiem.
Anything with an anti-beam coating should be able to penetrate it. Akatsuki just slid right in with its full body coating while the IJ plowed in the hole opened up by his own shield.
okay this quote is from mahq
The Destiny Gundam uses a hyper deuterion nuclear reactor to power its systems. This new design stores power in deuterion form, providing a continuous deuterion charge and, in theory, an endless power supply. However, it is possible for the suit's power to be expended before the reactor can replenish it
thats what they all have so it is not truly unlimited. but since the minerva has the duterium beam to recharge the impulse i think the destiny can use it as well. i think the impulse uses something similar but not anywhere near as powerful as what the nuclear suits have
Yes, I believe you can imagine Destiny having a large capacitor, the hyper deuterion reactor has no need to refuel as Strike and the 1st Gen Gundams did.
It's possible for extended use of Beam Weaponry, Wings of Light, etc. to drain the capacitor to low levels, requiring some time for the reactor to recharge it before high energy requirement systems can be used again.
I think the wings of light thing just increases speed. which it says the strike freedoms is the exact same as the one used by the stargazer while destiny's is not
Sooo, anything about the mod release (I've been sick and not ale to get on my comp for the past week, damn food poisoning) I didn't see any links when I breezed through so I'm assuming that it wasn't released. But so yeah, Atermis would be a kickass home base for the EFA (and even if not the mothership, make it so that its a shipyard so you can dock your cap ships there to repair them and use the shield to defend them, only make the shield have like a 2 min time limit and then a 10 min recharge or something.)
Off topic stuff
the F,J and P from seed they all ran on a single nuclear reactor, their power was converted directly into power for weapons and whatnot and it produced power at an almost constant rate, while this would shorten the time of the "unlimited" power (becuase it would eventually run out of Uranium 235 or plutonium or w/e nuclear powersource they were using) it would from the short term standpoint seem almost unlimited. The SF,IJ,D,and L all have the hyper nuclear deutero reactor, which uses the nuclear reactor idea from the previous gundams, and adds into the mix a standard (but probably high quality) deutero battery which is the same kind of battery all other MS run on (or at least I think they all do, but it doesnt seem like the battery technology changes, it jsut gets better between series) the advantage of doing this is now they can store some of that power that was generated rather then jsut letting it go to waste somehow, because 1 of the limiting factors of any power generation system is that it can only do it at a certain rate, which say for the nuclear reactors, is high, but in a peroid of time, their deutero batteries can release more power at once (say for using high power beam weapons without having to charge them) also that would make it so that it could possibly use the Deuterium beam if needed (though Shinn didnt in ep 42 when he was running low on power).
But another aspect that is different between teh IJ and SF compared to the L and D is that it seems that the L and Ds reactors either
A have a much higher output and can go through the nuclear fission material quickly which would mean that they need to go resupply (because why else would he have to resupply in ep 42 when the SF doesnt) or
B they have a much lower output making it so that they are constantly charging during battle, but not at a rate that if they start firing a lot and using up the power in the batteries, that they can recharge the batteries fast enough. but from the strategic standpoint, that reactor would be able to go much much longer w/o nuclear resupply, and in the peroid of time between battles, it could recharge. Either way somehow the destiny and probably the legend go through power much faster the the SF and IJ can. Maybe its because teh Clyne faction upgraded the system a bit so its more efficient then Zaft's system, or ,maybe its jsut because Shinn flys off the handle and starts firing all over the place wasting power, who knows.
to Darchseraph, all batteries are capacitors, and according to gundam, whenever it shows the power gauge on any of the gundams it says hyper capacitor and secondary capacitor. first gen gundams had 1 built in, adn the striker packs seem to have another one built in as well (or mayeb jsut the launcher did so it could have the power for the Agni), the Ginns, Zakus, and all other MP MS ran on a similar system, the Impules was teh same thing, only it seems that the equpment fliers didn't have the same power storage that the striker packs did, because when he changed packs during the battle with the first MA the crab 1, when he changed packs that didnt do anythign to recharge, but to fix that they put in the deuterion beam, which as you all know can recharge it at a range (who knows exactly how, personally I've always said that it had a special high frequency solar system that when hit with teh beam would create large amounts of power to be put into the batteries). the Destiny, yes it does have a large battery/capicitor, but it still needs resupply (probably because like I said above, he flys off the handle and stats firing too much wasing power)
Also I don't care about scenes being "canon" becuase the SE movies, while still good, took a lot away from the show, like the scene with Yzac and Dearka during the last battle of GS where the duel destorys the raider with the busters rifle
War isn't about who's right, its about who is left.
a third possibility is that the legend and destiny are very bad with power in atmosphere where the SF and IJ might be much better in the atmosphere than the L and D. because the L and D didnt seem to get low on energy in space even if they used their weapons more
As I recall, the Strike, Duel and Buster had problems with "Atmospheric dispersion" on there beam weapons. there response was to either crank up the power, or reset (shorten) the range of the weapon.
If they did the first, that could explain why they ran out of power quicker. SF and IJ had nuclear reactors for power plants, they could crank the power up with no problem.
uhhh i mean the thrusters werent as efficient in atmosphere as the SF and IJ were. as in the thrusters required alot more power in the atmosphere to keep them in the air
Umm, the atmospheric dispersion (or said in show as heat convection) could only happen in areas of high temperature, IE the desert where the fights with waltfelt happened. in areas like ORB near the ocean where it was cool this would have only been a minor minor problem, and would only intefere with really really long range weapons. You can see teh effect yourself by waiting until you've driven your car for a long time and then looking above the radiator or looking at a gas grill that had been running for a while and has the "heat waves" above it, thats heat convection. and if you've ever been in a desert (worst roadtrip idea EVER) that pretty much happens constantly
Wondering if the 2.0 release will also see Aegis and Blitz on ZAFT. Hopefully GuAIZ and CGUE make it in too.
other than the blitz and the phantom pains flagship in space were there any other MS/ships that had the mirage colloid?
Strike Noir I believe. That mass-produced model of Blitz as well.
I think I should take my words back on the white minerva being quite weak, as said in page 41... I really did blast the whole ms fleet in front of me when my gundams was almost killed... thanks the white minerva!!
By the way, phantom pain flagship's name is the Girty Lue
that was in space. the phantom pain flagship on earth was that one that stellas destroy launched from. the giant tank things. actually i think destiny is a little closer to the original gundams story than SEED was
Strike Noir had Mirrage Coloid? Seems I need to rewatch Stargazer :P
But in Seed only Blitz and Genesis and in Destiny only Girty Lue had Mirrage Coloid.
In Astray Gold Frame had it as well by using the right arm of Blitz.
in destiny variations the Ndagger N has it. but in the show it was only the girty lue. wait didnt the genesis or was it messiah in destiny have it as well?
Strike Noir > All. >:O
If I'm not mistaken, the destiny had a variation of mirage colloid that instead of making the MS disappear, it would make afterimages of the D to confuse enemies
strike freedom has a similar thing. its that wings of light which is based off technology from the stargazer. i rewatched 00 and i just noticed that exia's body is based of the gpo-1 full burnern. or however they ahve it spelled. the space variant
Strike Noir didn't have Mirage Colloid. It was black and just happened to blend in with space >.>
MAHQ.com is your friend.
Could've sworn I read that it did on MAHQ. Either way, Strike Noir > All! >:O
pfft. a black freedom wouldve destroyed everything without taking as much damage as it did
I just thunk of something, What if they were to add to ZAFT (and something similar maybe with a diff special effect for the other teams) a Minelaying Ginn, only instead of laying mines, it could drop a few of those Gungnir pods taht were used in like ep 37 of seed, the 1s the blew up with a powerful EMP, or another thing that could eb done is make the Gungnirs a platform that can be sent to an area (they have low HP so you couldnt jsut send 1 into a base) and when you use their special effect they explode or something, making an EMP blast (I think the Higgy scouts could do something like that) that shuts down ships for a little while, and can destroy some things, because if I remember right, when they were set off, the EMP induced a current in the Mass Driver causing it to be destroyed
if it screwed with the current in the mass driver sure i can understand it. i know a aoe emp effect is possible since a few other mods use an emp missle. does damage and disables an enemy ship and if it keeps hitting keeps it disabled gets a shot off every now and than but not enough to really do any damage
Originally Posted by linkxsc
Main problem with that is that AI will not use such weapons (mines). That would make the game unbalanced against AIs.
Babylon 5: War Without End Official Site.
"I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.
I agree with TON Viper, the AI can be very stupid, and most of the time, they focus mainly on getting ms to attack instead of moving ships like the lasuria class battleship and minerva. I have seen my allies let the ms attack the opponents but the ships just stayed behind with the mothership. If the AI were to focus only on overpowering enemy's ships and destroying it quickly, meaning only using straight forward attack using only ms, they would not use mines as using them is one of a strategy to trick opponents, not a straight forward attack.
yeah well, the AI for HW2 is both good and bad at the same time, basically you can sum it up to mulitplayer, or campaign, in multiplayer its horrible, in campaign its freaking GOD, cheats like hell, will come at you with 4x the ships you can even possibly build, and then theres mission 8 or 9, where you have to protect the dreadnaught, thats jsut pure and simple BS
That's because Relic knew the AI didn't work with minelayers when they programmed the game, so they added it to a list of ships the AI will never build.Originally Posted by darkdust43
no i mean ALL games not just homeworld 2. well except for maybe the original mechcommander
I see. Well, it is difficult to script in a space game to make the AI use minefields sensibly.
I seem to remember the AI using mines in Company of Heroes, but maybe that's just my imagination.
well, I have not even complete level 3 in the HW2 campaign... it seriously is hard. Having to defeat the 3 enemy ships so that the inflitration frigate will stop coming.... I had a hard time defending the shipyard and still failed...>_< The AI seriously cheat by every 1 to 3 mins, a inflitration frigate fleet appear from nowhere (I believe they hyperspace) and inflitrate the shipyard while I am busy with the enemy's ships.
oh, well about that, 1 strategy that always seems to help me out, is after you build 2 marine frigates, use them to take over their infiltrator frigates, then once you've taken 2, send them to the carrier neaby to be broken down for RUs and send your marines to get 2 others,
Basically my strat for this mission is send a probe(so you cans ee a larger area) some resource collectors and a couple resource controllers toward the "foreward resource op", while getting your bomber squadrons, and sending them down there, but a little to the right so when the carrier down there hyperspaces in, you can instantly attack it, also have a couple standard gunships head down there for the fighters that pop out when it arrives (make sure your bombers take out the fighter facil first)
All this time, have the elite gunships, interceptors, gunships, and pulsars head to the shipyard (send a couple resource collectors too), pause the game when they get near, and manually target each of those squadrons to an enemy they are strong against (trust me, it'll make your teams at least 2x as effective if you do this, doesnt really work if theres noone they are good agaisnt tho), after that fights over, send al those ships a little right of the shipyard and have the RCs there repair it, watch out for enemy probes so you can slow down the time that teh next attack will come. Now focus for a min on the FRO, the enemy carrier should show up soon, when ti does, it'll spew out a bunch of corvettes and fighters all to kill you with (even if you are able to destroy an enemy carrier right when it spawns, before its fighters launch, the fighters will still somehow survive), so fight them off, after the ship loses its fighter facil you can have the bombers break off so they won't be attacked anymore. once the fighters/corvettes die, send those gunships north to support your main group while having your bombers return to kill off the carrier (you know, it would be really nice if you were able to build platforms by now in the game, because then you could just send a handful of cheap and take a long time to kill gunner and ion cannon platforms down to this area rather then your ships)
If you survived (because no strategy is perfect when countering the AI) you will get attacked up north by the infiltrators, corvettes/fighters, and the occasional assault or heavy missile frigate. fight off the fighters and stuff while using your bombers to take out the first wave of frigates, after you can make marine frigs, use them the way I said above, wile having your bombers and anti fighter/corvette forces head right to blitzkrieg 1 of the enemy carriers, more enemy fighters should begin to hyperspace in, have your gunships and stuff right there to start shooting before they even leave hyperspace, and then pretty much just do all you can to take out the carriers while defending your shipyard. Something that can help sometimes is if you have 1 of your marine frigates take 1 of their assualt or heavy missile frigates, because then you'll have something either A good at taking out their carriers, or B good at taking out their fighters. Oh yeah, and dont be afraid to pause the game to give better commands, or to have your squadrons that are low return to get repaired, its really helpful to NOT have your squadrons die.
Oh yes, adn those resource collectors you used to repair the shipyard, use them to repair your marine frigates (because the AI is designed to specifically go after anything that can take over other ships first)
And then If alls well that goes well, you win, and you get to move to mission 4, which is even harder (YAY).
Honestly, even with putting MS into the game, and modding them so they are like 2x as strong, even 4x as strong, the campaign will still be ridiculiously hard, its jst a fact aobut HW2, its just plain hard.
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