' Wrote:Cap ship chain guns. Built for anti fighter/Bomber/missle defence. THis is patterened after the US Naval "Sea Wizz".
Class 9 example
Range-1000
Projectile speed- 1400
Damage- 1000 hull 500 shield
refire- 8
energy cost- 1000 per shot
What are thoughts on reduceing fire rate to 8 and increasing damage. But then the damage is better than current criuser weapons.
So I placed a new purposeal but I thought my fighter has two cannons that do 1350 hull damage why are fighter weapons even with or better than caps even Uber fighter guns.
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.
You dont need 50 million projectiles flying through space to simulate a machinegun. You only need tracer rounds - those could run maybe a 5.0~ refire rate on the actual gun (so the game doesnt have to calculate much). The projectiles would have extremely high travel speed and short range to make them useful against fighters primarily - easy to aim against dodging enemies.
Now, to simulate machinegun fire, all you need is:
a) a fast-firing sound effect for the wepaon
b) a fast visual effect at the point of the barrel (make it -look- like it's firing fast when it really isnt).
That cuts back on lag and still simulats a rapid fire weapon.
You dont need 50 million projectiles flying through space to simulate a machinegun. You only need tracer rounds - those could run maybe a 5.0~ refire rate on the actual gun (so the game doesnt have to calculate much). The projectiles would have extremely high travel speed and short range to make them useful against fighters primarily - easy to aim against dodging enemies.
Now, to simulate machinegun fire, all you need is:
a) a fast-firing sound effect for the wepaon
b) a fast visual effect at the point of the barrel (make it -look- like it's firing fast when it really isnt).
That cuts back on lag and still simulats a rapid fire weapon.
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.