i like the final idea, though 1000/500 damage seems much for a cruiser gun, dont get me wrong it aint uber damage but wont it be a bit to easy to down a fighter then?
' Wrote:Chain guns for a capital ship doesn't sound like a cool idea to me.
I smell fighter/Bomber groupie. :P You got the SN. we need something to make caps dangerous to fighters not just targets. These are Gunboat and criuser considerations. If anything I think Battleships should be fighters bases and cap crushers. A battle ship should be able to beat all but the best of two criuser combos.
' Wrote:i like the final idea, though 1000/500 damage seems much for a cruiser gun, dont get me wrong it aint uber damage but wont it be a bit to easy to down a fighter then?
Yes maybe but I'd love to see "counter offers" I did intend to give the caps bite over lone bombers.
I dont have all the answers but I thought i'd kick it around with ya'll. and see what came of it. After all this is the spot ion disco where the tech lovers hang right?
Well a high refire rate gun can be done for a BS and solve the lag problem by making it extremely inefficient. (75 % of inferno) so people dont go mad with the idea of mounting too many of these uber fighter guns.
I'd rather have 3 or 4 real chain guns than 10 or 12 fake ones.
Think about it Cap huggers!!!! would you rather give up slots for a light show?
:)any how... hope you guys understand what I mean.
Also make them shield buster guns for fighter/bombers and other smaller ships coming in lose shield quickly.
Range 1200
refire 16.67
Hull 211
Shield 422
Energy requirement/shot = 51000 x 0.75 x 1/16.67) = 2300 approximately.
(not sure if it is per second or per shot)
That way capship pilots will have something to do rather than sit like a bloated monkey and spray fire.
Making them useless against caps and other long range ships.
' Wrote:its more efficient to make a gun with a very high projectile speed ( like 6000 ) - but a low refire and only a decent damage ( so it is not as efficient against other warships ) - like 3000 damage at a refire of maybe 1.0
however, we had a lot of suggestions about warships guns - and either igiss read it and considers it - or he does not.
' Wrote:--Perhaps a low damage, high fire missile launcher with uber turning ability.
--Maybe a (reasonable tracking) missile that detonates near the target. like the burst missile from ace combat
--May be a high projectile speed, low damage cannon with a high/low fire rate (depending on which would balance better).
' Wrote:Excellent points cut the refir to 6 and add only visual and audio effects for coolness and the feel of the chain gun. We dont need purple energy balls just the order cannon effect and a mass driver or .50 cal sound at much faster than the visual effect.
Range- 1000
Projectile speed- 2000
damage 2000 hull and 800 shields
refire- 5.00
energy cost- 2000
If that dont work what about grapeshot cannon. Like ashot gun for cap ships LOW range HIGH damage. and cone of effect.
Example.
Range- 750m
projectile speed- 1000
damage- 5000H 2500S
refire- 2
energy cost- 7500
at 750 meters the blast would be 75m in diameter, narrowing down to the barrel point.
Or you could not use any display only sound effects like Tizzies and Coladas!
If you want some anti-fighter weaponry, use high projectile speeds. A beam weapon might be nice but could cause lag, haven't tested out some new ideas about it.
Machine gun style:
Refire - 4
Damage - Whatever
*Dispersion* - Relatively bad accuracy standards
*Number of barrels on turret* - 2
They key points are the last two. Higher dispersion rates means the shots fired by the multi-barrel turrets spread out more and are generally less acurate. They do create a nice wall of fire though.
Just an idea.
The grapeshot idea would be nice actually. The turret could be multibarreled to produce the grapeshot effect and a high dispersion will limit accuracy and range.
' Wrote:The best thing to make caps dangerous for fighters is a fighter escort.:P
:P
The solaris is not cool enough. It sounds wussified. We need some mean looking gattlin style guns for caps. We need to have point defence guns, All purpose guns, heavy guns, artillery. Caps need veriety.
Mostly plus I'd like if caps werent getting owned by Xenos everyday in thier capships.:P