' Wrote:Hell, lets do an EMP Pulse (15k Shield Damage, 0 Hull Damage mine that basically locks onto the launcher and blows up as soon as its launched that deals the 15k shield damage to a 6k range) just for the kamikazi people.
I like the sound of that, as my bomber is a kamakazi with his novas (ask [OPG]chrysler0000).
Novas as well are too slow and I would like to see that improved.
I do like the sound of the missile pods though, that would be so much fun (yes i know it would cause massive lag).
The shotgun sounds like it could be very dangerous, especially in big 8 V 8 sort of fights, dangerous for both sides.
I dont however think the sniper gun would be particularly useful, especially if it does not that much dammage, you might as well just attack them normally.
Quote:As for "Like torpedoes VHFs can use to help them down transports or gunboats, yes you could use a mini razor but something just isn't the same."
Ever heard of a Sunslayer or Starkiller?
I want torpedo slots SO bad on caps... I think it would be an epic idea, Or perhaps, a torpedo gun that has a very slow refire rate and uses ammo? Because again, the trouble with a torpedo slot on a cap is them mounting supernovas, A battleship could probably fire 2 of them in quick sucession, then again, then again, hell, the only weapon that does more damage than SN is Heavy Mortar, which eats so much energy its emo.
' Wrote:I want torpedo slots SO bad on caps... I think it would be an epic idea, Or perhaps, a torpedo gun that has a very slow refire rate and uses ammo? Because again, the trouble with a torpedo slot on a cap is them mounting supernovas, A battleship could probably fire 2 of them in quick sucession, then again, then again, hell, the only weapon that does more damage than SN is Heavy Mortar, which eats so much energy its emo.
my vision is torpedo without any tracking ability with speed we can say same as cannonball doing only explosive hull dmg (meh, torps mostly havent effect on cap shields...) and of course this torpedo cant be killed by CD.... pure cap - cap gun.
A side issue with explosives of all types. Why are all explosives universal? Guns arent, so perhaps different categories of missile might be similarly RP limited? Just a thought...
Let small ships use the missiles as the primary explosives like they are supposed to - they are getting the damage boost for 4.85. Make the blast radius for all torps large enough to hurt the launcher if fired at point blank range.
As for missile pods or swarms - well ultimately lag will determine weather it is a good idea or not...
So, possibilities (missiles and torps), in all cases damage is inversely proportional to speed/tracking - allowing for variation within each type:
1) Dumb Fire. No tracking but CMs wont work. Good for torps as well as missiles.
2) Standard Issue Missiles. People are already quite well acquainted with their pros and cons.
3) Long Range. Fast Speed, slow acceleration. Needs distance and time to be truly effective. Great for torpedoes. You could also add in a time delay before the missile locks on.
Orin mentioned something on a sniper/gauss rifle..
Couldn't happen, I hate to admit. If you give something an incredible high projectile speed and range, coupled with high damage that could be on par with a Mini Razor, then all you have to do is fight someone normally, waste their shields, then finish them off very easily since you would be at point blank range with high projectile speed/range/damage.
Unless you make it so that the "sniper" must be charged before firing, like a cruise engine. I think someone did this on a different mod, but I'm not sure..
Quote:Couldn't happen, I hate to admit. If you give something an incredible high projectile speed and range, coupled with high damage that could be on par with a Mini Razor, then all you have to do is fight someone normally, waste their shields, then finish them off very easily since you would be at point blank range with high projectile speed/range/damage.
Well, one, you didn't read what I wrote. Fire rate as slow as an SN, not a Mini Razor, and it does far less than a Mini Razor. Still would be difficult to balance, but it's feasible.
' Wrote:I want torpedo slots SO bad on caps... I think it would be an epic idea, Or perhaps, a torpedo gun that has a very slow refire rate and uses ammo? Because again, the trouble with a torpedo slot on a cap is them mounting supernovas, A battleship could probably fire 2 of them in quick sucession, then again, then again, hell, the only weapon that does more damage than SN is Heavy Mortar, which eats so much energy its emo.
Your wish is dev command...
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.