I don't know, it's probably a lot faster and cheaper to get some high temperature flamethrowers out in the field then plasma and laser guns. Those are probably a more solid long term option, but if we need something now, we know how to use napalm.

GDI has made a lot of hay out of Nod using a remarkably cruel weapon of war with its flamethrowers. GDI fielding flamethrowers of their own wouldn't go over well with most of the public. And by that I mean even Initiative First wouldn't like it. Probably.

There's a reason why developing inferno warheads for use on enemy vehicles already has a PS cost associated with it.

You raise a fair point. The Mastodon is comparable to the Mammoth MK II. Its apparent armament is "anti aircraft missile launchers and rapid fire chin mounted artillery". It may not be directly useful against Gana. I still think it has merit as a siege/support unit for Karachi, and deploying it is a plan goal.

It's not particularly good for Karachi either. Super heavy unit, after all. Now, for Steel Vanguard or Autumn Archer? It'd do brilliant.

But yes, if we want to effectively fight against Gana? Zone Armour, air and space support, development of alternative weapon systems than kinetics. Because the main issue with the GD-3 isn't that it's impossible to design a kinetic weapon that can defeat the Gana, it's that it's hard to get a kinetic weapon that 1) works against Gana, 2) can carry enough munition to have battlefield endurance and 3) doesn't fuck up the soldier using it. The human body frame has structural limitations that are hard to surpass, you know?

Although I suppose genegineering could help, so maybe do the Human Genetic Engineering Programs? It just probably has a long lead time.
 
The Havoc is fairly likely to end up with the Ground Forces eventually, because it does things, especially in broken terrain that nothing else the Initiative has can do. At the same time, that is unlikely to be particularly soon, both because there are a dozenish higher priorities, and because the vehicle is still very early in its testing phase.
 
I personally think we should consider railgun munitions to be on par with at least some of the advanced laser options (say, laser rifles for infantry).

Among the reasons:

-Railgun munitions enhance firepower without requiring STUs; advanced lasers may or may not do so depending on how things play out.

-Railgun munitions are ammo which can and probably will be designed to be compatible with existing railguns. This means we don't need to redesign entire combat platforms to accommodate them, whereas advanced lasers will necessitate extensive redesign and refits on many platforms. For instance, redesigning an Apollo fighter with a laser cannon instead of an autocannon, without sticking the laser in an external gun pod that slows down the plane significantly, is going to be a bigger deal than reloading a Predator's ammo rack to include some antipersonnel flechette rounds.

We've been repeatedly told that the GD-3 program won't have much impact on the infantry's anti-biomonster effectiveness, or such is my impression, but we've also been told the opposite. I don't even know anymore.
Regarding the GD-3: Here's Ithillid's commentary from here: "So yes, it would be a significant upgrade against biomonsters. Not nearly as significant as, for example, a suit of zone armor, which can tote around a magazine of 8mm slugs and blast monsters with hypersonic darts of doom, but works better than a GD-2 for the job."

It would be an upgrade over our current rifle, for anti-Gana purposes.

The results of the Railgun Munitions project would probably not be available before Q4, but might well be worth it - I'm not opposed to seeing if we can find a die to toss at it next turn, but I think it would do more helping tanks against infantry than against Gana. Because mostly the problem for our railguns is that they are overkill for infantry, so we need HE and/or flechette rounds.
And yes, the STU requirement for the new lasers is likely to be an issue, especially if we go for the projects to upgrade Naval PD/SADN, and the tank laser PD/RWS, as well as going for offensive laser deployments.
Your missing my point. I would argee, Zone Armor would be better. I already said I think energy weapons would be more effective, and they'll definitely be more versatile and powerful. Slap lasers and plasma on Zone Armor for 1-800-Call-Me levels of abomination destroying fun.

But all that's going to be expensive. Maybe not super expensive, but expensive. And potentially time consuming. If we need something now, the build up costs could be massive pain, and we still might only get it later. I believe Inferno Gel can get made quickly and put into the field quickly, and we know organic material isn't happy to be bathed in fire. It not the perfect solution, but it fits 'good enough' better then infantry scale DEWs we're never made before.

My own conjecture mind, I'll be happy to be proved wrong and have a development/deployment something like a Plasma Caster to burn through the horrors. That'd be even faster.
The thing about inferno gel is that using it against Gana is outside its projected use case (vehicles), and likely to be a bad idea, because it's not something you want to use in close-support range. It's a gel, and so it splashes. Likely onto the infantry the Gana are attacking. Which will make them quite unhappy.

Rapid-fire railguns like those on the Wolverine or Havoc (or A-16 Orca) should be quite effective against Gana, since they are basically autocannon+.

We have a bunch of solutions to the Gana in the pipeline already, we just need to get them into production.
 
IIRC, the GD-3 is a resource and indicator light project, but is fairly sizable in progress to roll it out.

So if we are limited more by dice than resources/indicators, it probably should be put on the backburner. If we are limited more by resources/indicators than dice it is a decent priority.

We'll know a lot more next turn and we are able to see how much it'll cost to rollout the wingmen drones/naval hulls (and how much damage our industry took this turn).
 
So has artillery tech regressed or something? Even WWII 203mm/8 inch guns had a better rate of fire than 1 round a minute. Heck in the mid to late 70s the USN had a successful prototype that could manage 12 rounds per minute.
quality dice On Development of artillery was sub 10 roll. The first one that is
 
Tacitus Defense (Mod)
Tacitus Defense (Mod)
The Steel Talons are cut off and surrounded at the Cheyenne Mountain complex. Kane will roll roll over them with his Marked and endless legions of militia, can you hold them back until reinforcements arrive or will the Tacitus fall into Kanes hands?
You start with a few units and 5 engineers that can be used to capture different neutral buildings., each of which gives different units. You have two and a half minutes in the beginning to choose and organize, before the first wave spawns. For some reason units sometimes dont react, I dont know why, sorry. Is it beatable? Yes, I managed once. I don't know how tho.

View: https://drive.google.com/file/d/10kkj3n0eLM1le9B86rlgdA3md1QDpglU/view?usp=sharing
BOTcommander threw 1 100-faced dice. Reason: Scrin Gacha Total: 41
41 41
 
quality dice On Development of artillery was sub 10 roll. The first one that is
We don't roll quality dice. If a Development roll is low enough that the project isn't finished, that just means it'll take an extra action for it to be completed. Otherwise, there's no difference between getting 40/40 progress and 90/40 progress. (Though a natural 100 will still give some kind of bonus.)
 
We don't roll quality dice. If a Development roll is low enough that the project isn't finished, that just means it'll take an extra action for it to be completed. Otherwise, there's no difference between getting 40/40 progress and 90/40 progress. (Though a natural 100 will still give some kind of bonus.)

Well there might be a narrative difference between getting good rolls and bad ones but no mechanical difference. A success is a success.
 
Tacitus Defense (Mod)
The Steel Talons are cut off and surrounded at the Cheyenne Mountain complex. Kane will roll roll over them with his Marked and endless legions of militia, can you hold them back until reinforcements arrive or will the Tacitus fall into Kanes hands?
You start with a few units and 5 engineers that can be used to capture different neutral buildings., each of which gives different units. You have two and a half minutes in the beginning to choose and organize, before the first wave spawns. For some reason units sometimes dont react, I dont know why, sorry. Is it beatable? Yes, I managed once. I don't know how tho.

View: https://drive.google.com/file/d/10kkj3n0eLM1le9B86rlgdA3md1QDpglU/view?usp=sharing

And number 41 is what?
 
Hmm...

That could be really useful but not at the moment. Maybe when everyone gets laser weapons.

Still. More energy generation is absolutely a win.

Speaking of which, we have these things called tarberries...
 
I'm pretty sure we actually have an option to design new Zone Armor with what we've learned from the Brotherhood's Black Hand armor.
 
I'm pretty sure we actually have an option to design new Zone Armor with what we've learned from the Brotherhood's Black Hand armor.
We do, but just the Zone Defender model. Once the microfusion cells are actually figured out and ready for implementation in a development project, there are a bunch of things that they will likely go into, including most of our small-scale guns, but likely also our full second generation of zone armor. (Lasers, plasma, railguns...)
 
So long as STU's are limited, its questionable if Zone Armor with microfusion cells would be rolled out to everyone. I'd personally expect it to be a high-low mix with ZOCOM getting the new and amazing equipment and the Army getting a version with the microfusion cell removed to use.
 
Not saying anything new here, but we really need to figure out some more methods of STU acquisition/production. It feels like more and more things are starting to need them.
 
Not saying anything new here, but we really need to figure out some more methods of STU acquisition/production. It feels like more and more things are starting to need them.

I'm sure there's some background progress where the research labs are working to boost production a couple percent here and there that will give us some improvements eventually to represent technology advancing, but if there was a project to dump more resources in like a bunch of tiberium research labs that would be nice to see. Would also be yet another strain on an already limited dice pool though.
 
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