Try firing 6 chain guns on your fighter and see what happens.
Half is swallowed by lag, and you have lag to help you miss.
Imagine Battleship with loads of these guns.
As I said once, it's intentionally done like that.
More guns ship has - less refire it will get.
Because of the lag.
You can't put 16.0 refire on a battleship. Ever.
You can't even put 4.0.
Battleships - 2.0
Cruisers - 3.0
Gunboats - 4.0
Coincidence? Don't think so.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
I learned that very quickly. I put only chainguns on my Luxury Liner to simulate AA defense guns. I had thought it was more in role play for a ship I intended to become a museum to have solely defensive weapons.
Unfortunately, if I fire all of them for more than half a second I get disconnected from the server. I'd imagine adding another four of those turrets wouldn't improve the situation.;)
Unselie is right (Yes, a colonial agrees:P) If the current regular capship guns had shorter range and say... 4.0 refire (oh come on -who doesn't chainthem nowdays?), they wouldn't lose any of their anti-fighter potential.
However - in that case, a new line of anti-cap weapons would have to come into existene (along with a SERIOUS capship armor upgrade)
Mortars would become standard equipment instead of an exotic and optional adition. Slow projectile, insane range and 1.0 or 0,5 refire. Power consumption would have to be balanced in a way allowing a battleship to salvo-fire 12 of such guns without energ pool expense (consumption equal to regen)
The slow speed and refire would prohibit anti-fighter use, so the energy efficiency won't be of much concern.