![]() The Devastator is for long-range direct fire-support. The King Crab is a close-range brawler, the Atlas has a little more long-range firepower but is mostly short-range as well (more importantly, it's mostly L1 tech) the Atlas II is basically the Atlas but with advanced technology a bigger trooper mech, a fatter, slower Orion, although there's some variants that have more long range with the Gauss Rifle. It's especially weird when you remember that Kerensky himself stuck to his own heavy mech for most of his career, an Orion, despite presumably being able to ask for any other mech he wants. The Atlas, Atlas II, the King Crab, and the Devastator are all 100-ton assault mechs. But at the same time, there's a weird consistency to the designs attributed to Kerensky. I have remarked on it before and people mentioned that Kerensky's contribution to the design was probably very minimal, he probably just signed off on that thing. ![]() Still, nobody with stars on their shoulders is designing anything was my point, and I thought the head canon that Kerensky actually claimed he did was the bit I thought amusing. Not that Lockheed Martin is sterling in comparison. It was no surprise that Lockheed Martin was awarded the contract in 2001 (after the prior admin was out of office) given the performance of Boeings X-32. The joint strike fighter is another good one but that Clinton era sponsored boondoggle was a little different given they knew Boeing's bid in the competition was a pack of lies and let it go through anyway to the next round (though I'm sure all the right people made a mint). 'Designing the spec' isn't actually designing anything.though I was thinking more about the clown show behind the LCS (little crappy ship) program. It doesn't say he 'designed the specifications' in the original source cited (TRO: Succession Wars) but that it was 'designed by General Kerensky himself right before the start of the Amaris Civil War'.word for word. Yeah now have it in my head that Kerensky actually did claim to 'design' that mech (cementing jackhole status) rather than some minor nitpick on my part about a CGL writer not grokking how military projects come together. Granted I'm sure there is some procurement officer out there that puts out the requirements they are looking for in a bid with the contractors that thinks they 'designed' something but. Have to fly the bullshit flag on that one or mech design is basically fiddling with some sort of automated system to do all the actual designing (i.e. Though looking at the source of the Devastator it says that it was 'designed by General Kerensky himself right before the start of the Amaris Civil War'. It makes Hoff a interesting world for 'lostech discoveries' for an SI starting pre 3025 (or rather pre 3018). And the fact that once completed, the former has three shots versus a single one of the latter.Yeah, saw that too but considering the gap of when the NAIS folks arrive (3019) and the discovery date of those designs I would go with that Star League Warehouse or whatever was basically a bonus separate discovery. In fact, allowing the Anti-Nuke to counter the Nuke is a mere function of how fast and easy players can build one vs the other. It simply removes a burden for the player. No having to manually load the launchers, or queueing missiles for them, wouldn't change anything. The player who wants to launch more nukes at the same time will have to build more Launchers, like now. No need to have a silos filled up with Nukes. I would add what you said, that hitting a Nuke Launcher would have a risk to ignite the Nuke itself, causing massive destruction on site. No intervention needed from the player - less micro, same result. So if you want to launch three in quick succession, you need to build three, like now.Įvery time the Nuke Launcher and the Anti-Nuke would launch a missile, they woult start reloading by themselves. The difference would be that the Nuke Launcher will have only one missile. But as soon as operative, it would start building the other two anti-nuke missiles in sequence by itself.īoth would re-load in automatic after launching one of their missiles. The Anti-Nuke would come pre-loaded with one missile as now. Why would the player build the Launcher, in the first place, if he didn't want the missile as well? So no need to queue a missile for a Nuke Launcher. ![]() The Nuke Launcher would require more time to complete than an Anti-Nuke as now but both would come pre-loaded. It makes sense, and it would discourage turtling up into small bases. ![]() So, a wise player would build those Silos a bit afar from the main base. ![]()
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