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Question: Your opinion on the Zorg matters
More fighters - 11 (17.5%)
More frigates - 5 (7.9%)
More destroyers - 5 (7.9%)
More cruisers - 4 (6.3%)
More capital ships - 29 (46%)
More utility ships (freighters) - 9 (14.3%)
Total Voters: 62

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Author Topic: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!  (Read 118625 times)
HELMUT
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« Reply #345 on: June 28, 2014, 02:25:06 AM »

neutrino unsung

I think you answered your own question there...

I don't know what weapons you used, nor if you skilled the combat tech tree but killing something in less than 15 seconds with an Unsung is actually... Normal.

So please Erick, no more buff, fighting Zorgs is already painful enough.
« Last Edit: June 28, 2014, 02:47:32 AM by HELMUT » Logged

ValkyriaL
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« Reply #346 on: June 28, 2014, 04:12:43 AM »

indeed, their ridiculous weapon range still outrage every weapon in the game, they are faster than anything in their class when their systems are running, their weapons usually do over a 1000 damage, and they have monster armor and hull points already, they do NOT need buffs.
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Erick Doe
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« Reply #347 on: June 28, 2014, 04:56:03 AM »

That's simply not true. The only weapons with high range are a select few main Zorg weapons such as the Zorg Disruptor, Accelerator and Atom Charger. The rest are between 750 - 1250 range. And since the larger ships are quite slow, they need that range. Indeed they are not necessarily faster than anything in their class. The Zorg Junction for example (a cruiser) has only 40 speed, where as a Blackrock Nevermore has 80. And in the WIP version the displacer only adds 25 speed instead of 50. But even with that 50 speed it is still slower or on par with most cruisers. Plus these high-range weapons can be avoided by kiting since they all have a fixed firing direction. Zorg are meant to be a menacing challenge, but they can be overcome. In fact, they can become quite easy once you adapt to fighting them. Longer range hullmods, speed and maneuverability hullmods, shield hullmods all help in fighting the Zorg. Especially on a ship that can easily kite around and avoid Zorg main weapons and which is armed with high explosive weapons.

Weapon damage is also debatable. Yes, main strike weapons have the potential to do lots of damage, including EMP damage. But since they're energy based they're having a hard time getting through shields, especially those of other mod factions (Neutrino). Only the Accelerator and the Atom Charger have kinetic damage. And these weapons are limited to the Drone and the Pyramid respectively (I've removed the Atom Charger from the Cube).

Monster armour is also a must have, due to their size (in fact, it is only the cruisers and up that have really high armour and hull ratings). Because of their size, these ships will take lots and lots of damage and are almost impossible to miss. Upping the hull will only make these ships slightly more durable. Adding armour regeneration is just going to make fighting the Zorg a tiny bit harder, and more importantly more interesting.

Anyway, whole bunch of tweaks and changes coming up in V19. A whole lot have already been done, so it is a little difficult to discuss the Zorg at this time since a lot has already changed.
« Last Edit: June 28, 2014, 05:00:08 AM by Erick Doe » Logged

Mealstrom
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« Reply #348 on: December 07, 2015, 04:00:27 PM »

are you still working on this good old mod? Tongue
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Surge
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« Reply #349 on: December 07, 2015, 04:03:09 PM »

holy thread necro batman
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LazyWizard
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« Reply #350 on: December 07, 2015, 09:26:19 PM »

A reminder: it's against the forum rules to necro-post old threads. If you want to know if an author is planning on updating their mod, please ask them in a private message instead.

lilstrip: you should check your private messages if you haven't recently.
« Last Edit: December 07, 2015, 09:37:43 PM by LazyWizard » Logged

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