It's Impossible to Defeat the Reapers
#426
Posté 05 avril 2011 - 08:01
#427
Posté 05 avril 2011 - 08:13
Mr. Gogeta34 wrote...
Their shields are gonna be a huge problem too
It depends. Are their shields always active? Many of the shields described in the codex operate by activating when they need to be and are often not on for anything else.
This usually means only for high velocity objects. Unfortunately, I don't remember if it is stated anywhere that ship shields operate differently than personal shields and even if they did, it is never stated whether Reaper shields work the same way as human, turian, and asari warships.
#428
Posté 05 avril 2011 - 08:39
Modifié par AntenDS, 05 avril 2011 - 08:45 .
#429
Posté 05 avril 2011 - 08:43
AntenDS wrote...
Let the Reapers destroy planets they don't want. Just fortify the ones that are important. By your theory Saphrs they will all head to the Sol system to destroy earth. Just have a huge battle there. The Reapers FTL drives aren't going to be able to be used all willy nilly since they need to power up. Powering them up takes away sheild and weapon energy.t
To the best of the players knowledge, Sol is the nearest settled system to the Viper Nebula where the Reapers would be forced to fly from after Shep's actions in Arrival*.
Thus it is logical to assume that Earth would be the first hit by the Reapers.
*based on ME1 and ME2 galaxy maps.
#430
Posté 05 avril 2011 - 12:36
Saphra Deden wrote...
jamesp81 wrote...
You're better off dying in battle, actually.
Freedom overy slavery. Death before dishonor.
This is about the species as a whole, not one man's freedom or dignity.
If you lose freedom and dignity you'd be better off dead. Just look at the Collectors. Killing them was doing them a favor.
#431
Posté 05 avril 2011 - 12:41
Saphra Deden wrote...
What makes you think relays can transmit power anywhere? How will you harness this power? How will you control it?
The relays transmit mass...that is their function. Mass and Energy are inextricably linked, one is simply a different form of the other. If it can transmit mass, it can transmit energy. In fact, it's probably a lot easier to transmit energy than mass.
Modifié par jamesp81, 05 avril 2011 - 12:43 .
#432
Posté 05 avril 2011 - 02:11
1490 wrote...
You're taking a logical stance toward the Reaper invasion. If this were a real life scenario, there'd be no possible way we could win, because A: the reapers are more numerous and more powerful than all our combined forces, so no competition there and B: if they are millions of years old and more intelligent than we could ever comprehend, they have already thought of every loophole we could possibly exploit, eliminate any weakness they could think of in themselves - constantly improving, have backup plan upon backup plan in case of failures, and have observed and learned of trends in mortal resistance from the dozens to hundreds of civilizations they've conquered over the millions of years.
[...]
Realistic? Not at all. But what else in this game is possible that shouldn't be? FTL travel? Check. Perfect resurrection with memory after complete CNS cell destruction? Check. Replacing all ballistic weapons systems with parts that allow them to shoot LESS. Not impossible, but it would be ridiculously-stupid in real life. But without these impossible things, Mass Effect wouldn't be as cool.
I'll tentatively call on the "no FTL" option there. There ARE theoretical means of doing FTL. One of the more interesting methods has a spacecraft traveling faster than light without actually traveling faster than light (in its own frame of reference space: the Alcubierre Drive( en.wikipedia.org/wiki/Alcubierre_drive ) is one that came from a NASA-funded program on studying/assessing possible advanced propulsion systems.
There were others that came out of that program too and in each case, the problem of FTL flight is overcome via a theoretically possible (though by no means demonstrated) means.
#433
Posté 05 avril 2011 - 02:13
#434
Posté 05 avril 2011 - 02:16
Saphra Deden wrote...
Devgil wrote...
Yep. Soft sci-fi my dear.
Soft sci-fi is not a defense. Thanks for contributing, but I don't think you've made quite the impact you wanted.
I am unimpressed.
Once again, you can imagine anything you want but you need to explain how it will work and why it will work.
I agree...and using the "it's soft sci-fi so you can do ANYTHING" argument would make for a crappy game/ending. It is equivalent to simply call out, "MAGIC!" and doing a "POOF! All gone!" sort of thing. It would be the worst possible McGuffin.
#435
Posté 05 avril 2011 - 02:19
Which is why I have always speculated that reaper combat would have to be based on the smaller cruisers and frigates. Dreads just feel incredibly obsolete because of reapers.
#436
Posté 05 avril 2011 - 02:22
Honestly we have an advantage of knowing how they will show up in each system they have to use the Relays the best way of fighting them is to set most of the guns right there so the moment they pop in they are welcomed with a ton of fire.
#437
Posté 05 avril 2011 - 02:48
#438
Posté 05 avril 2011 - 03:12
#439
Posté 05 avril 2011 - 03:18
Nashiktal wrote...
Problem with lasers in ME universe is their short range. Any ship in knife fight range with a reaper is already dead. Especially the bigger Dreadnought ships.
Which is why I have always speculated that reaper combat would have to be based on the smaller cruisers and frigates. Dreads just feel incredibly obsolete because of reapers.
Forget cruisers and frigates.
Roll with fighters. Numerous, difficult to hit, hard to kill them fast enough before they do great damage. A smaller version of the Thanix cannon has already been developed for them. Seems like the correct solution to me.
#440
Posté 05 avril 2011 - 03:27
Would also fit the "humans are awesome" theme since we have all the carriers. The only problem is how many fighters actually have the thanix cannons equipped? Production and refitting will be all but impossible once the reapers actually invade.
#441
Posté 05 avril 2011 - 03:53
Nashiktal wrote...
I forgot the Thanix cannon can fit on fighters! That is definitely the way to go, and I even theorized that at one point in the old forums.
Would also fit the "humans are awesome" theme since we have all the carriers. The only problem is how many fighters actually have the thanix cannons equipped? Production and refitting will be all but impossible once the reapers actually invade.
Depends on how fast of a pace the Reaper invasion takes. However, the Alliance had better have a good number of its fighters refitted by the time the brown matter starts flying...
#442
Posté 05 avril 2011 - 04:22
2 massive moon sized bill boards
the first asking them to solve the liar paradox
this should melt the circuts half the fleet before the rest cotten on and dont try
the second?
worst case scenario
we use the last line of defence...........................rabbits
Modifié par lost lupus, 05 avril 2011 - 04:23 .
#443
Posté 05 avril 2011 - 04:51
#444
Posté 05 avril 2011 - 06:06
Saphra said something about Reaper fuel.
Hydrogen. Plenty to go around, it is efficient and easy to acquire. So that's what it is.
To the few above posts: Reapers don't need shields:
"Armada (5DN 17CR +25FRI) is waiting for Reapers to exit the relay to Sol.
SECS:EVENT
0000:Three Reapers slip in, two light sec away from projected area of presence, third in plain sight.
0010:Armada opens fire.
0012:Reaper1 paints all targets in range and calculates speed vectors, relays this to R2 and R3. Engages FTL by the most beneficient escape vector (least projectiles in way.) Projected loss of R1=15% +/-5%
0020:R2 and R3 open fire on all High value targets. Projected Armada losses: All DNs.
0025:R1 disengages from FTL and opens fire to projected target locations. Total losses to Armada projected in +30%
0030:Armada begins reorganizating, and begins tracking Reapers. Armada still in comms FUBAR.
0060:First rounds from R2 and R3 hit with 75% accuracy, All DNs lost or incapacitated. 90% CCC lost
0120:Last effective rounds from initial Reaper barrage hit. Projected CR losses at 8.
0130:Armada: all targets lost on tracking, no hits on enemy confirmed. No Command structure to reorganize.
0135:Reapers disengage FTL in Armada remains.
Estimateted0250:Armada Eliminated, remnants FTL and no threat to Reapers.
Armada (Double fleet Comp.) engages in search and destroy in Sol system after Relay defeat.
SECS:EVENT
0000:FRI reports Sighting, Fleet begins organising a engagement plan.
0010:Two more Sightings, Fleet gives the fallback command to FRIs.
0015:Reapers triangulate fallback command point of origin.
0030:Massdriver round guts the main comms ship.
0035:CnC Ship gives general distress call thinking something is close.
0055:CnC Ship gutted by Massdriver round.
0060:Launch site calculated, Armada Engages FTL as a countermeasure.
0062:Armada Stragglers killed by surprise FTL from R1.
0065:Armada Disengages FTL finds R2. R2 paints and triangulates and fires.
0067:R2 FTLs out. R2 loss estimated at 15%
0070:R3 FTLs in, fires by R2 data in to the flank of Armada. paints and triangulates.
0075:R3 FTLs out, R1 FTLs in, fires to flank by R3 data.
0085:R1 FTLs out. Estimated Armada losses at +60% No sight, No kill on enemy.
0095:Reapers Brofist and open a Cold one."
(Ripped from this ones previous post.)
Fighters require actual targets to remain in the warzone.
Sure, fighter rush them all you want. One FTL and your fighters are 20 clicks out, needing to refuel. Blam, you just got FTL-backstabbed by those same Reapers you were going to bomb.
Lasers are short ranged weapons. Close range combat with reapers are going to turn in to demolition derby for the Reapers.
KenKenpachi supported Destroyer class for fighting Reapers. That had some things going for it. Added by me was the Arc Projector weaponry up-scaled to ship use. Even that seems kinda fishy, Reapers prolly have laser masking.
Speed, Armor, Firepower.
Reapers have all those, they employ massive Eezo core and obviously somesort of advanced propulsion system beyond the reach of current Council tech level. All that adds up to superior mobility, speed, combat endurance and area of operations.
Reaper shield strenght is with out par, as evident, more than enough to count for the "lack" of armor.(armor is pretty much irrelevant because of MA guns anyway.) Added durability comes from afore mentioned manouverability, and i think they are not lacking in countermeasures.(ECM, ECCM, PDW...)
Firepower is the trickiest to to master in space war since every situation in SW requires it's own weapons and tactics to be effective; Knife fight ranges require endurance and multi directionality. Bombardment ranges require big guns and math. While mid ranges require multitasking capability in all areas, especially fighter/bomber coverage and speed.
Now, considering what is "known" about Reapers i think that the best place to hit them would be mid range. They absolutely dominate Long range, and sticking to CC would be suicide, especially against multiple Reapers. Simply because that would allow to sic all the resources to the fight,(Carriers, FRIs, DNs, CRs and DEs.)
There are setbacks to this system to be sure.
First is the sheer amount of C3 that would be needed to be allocated to a single fight, not to mention physical resources that will be lost if Reapers can start picking at Fubar situations that C3 ignores... Main advantages would be the amount of multitasking the Reapers would need to do in order to understand the situation, that gotta start biting in to their computing power sooner or later. And of course the plethora of weapons in the field, somethings gotta hurt them. Provided they actually WANT to fight...
Now that's a post. =)
#445
Posté 05 avril 2011 - 06:09
LordShrike wrote...
(snip)
I've got an even better post:
The Reaper can be defeated because BioWare says so, and in the ME universe BioWare is god.
#446
Posté 05 avril 2011 - 06:14
jamesp81 wrote...
LordShrike wrote...
(snip)
I've got an even better post:
The Reaper can be defeated because BioWare says so, and in the ME universe BioWare is god.
Or to put it another way:
social.bioware.com/forum/1/topic/105/index/6892620/7#6896549
#447
Posté 05 avril 2011 - 06:26
Maybe.
Let's hope that is not the only reason.
Besides, am i to just forget about MEverse until 3 comes out?
"Oh, it's BW game so i might as well not pay attention to it until it comes out..."
Just noting the fact that me post was long. Not that it was good.
#448
Posté 05 avril 2011 - 06:33
Dave666 wrote...
jamesp81 wrote...
LordShrike wrote...
(snip)
I've got an even better post:
The Reaper can be defeated because BioWare says so, and in the ME universe BioWare is god.
Or to put it another way:
social.bioware.com/forum/1/topic/105/index/6892620/7#6896549
Yup yup.
I would just use the time I have from Arrival to master the Citadel over-arching control of the Relays, then set them up that when/if a Reaper tries to use one the recieving relay malfunctions in such a way that part of the mass makes it and part of it doesn't. There's a mass calculatoin involved - screw with it. Instant dead Repers as they are shredded instantly in transit in an instant.
#449
Posté 05 avril 2011 - 06:58
LordShrike wrote...
To the few above posts: Reapers don't need shields:
Now that's a post. =)
Actually reapers have some sort of shielding outside of armor. Otherwise sovvy wouldn't have suddenly crumpled like a piece of paper.
I mean he had several fleets firing upon him near constantly, and it was only after his avatar was beaten, (and sovvy started giving off the same energy sparks as sovvy-saren.) that sovvy was vulnerable to fire.
#450
Posté 05 avril 2011 - 08:05
You did read the Secs:Event part did you?
Even without the shields (barriers) Reapers are more than capable of kicking Council races (+assorted rabble.) behinds.
Oh, it's Sovvy. With a big S, okay? He deserves atleast that, would you not agree?
[sing/]"Ooo, don't nerf the Reapers..."[/sing]





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