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weapons - especially continuous beams - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: weapons - especially continuous beams (/showthread.php?tid=4137) |
weapons - especially continuous beams - RingoW - 10-08-2007 Has someone tried the Star Fleet Ship mod?. Afaik the modder implemented federation weapons and the phaser normally works as a beam weapon. Just to see if beam weapons will work for FL. I'm more concerned about the lack of a very heavy torpedo weapon. The Starkiller:lol: and even Sunslayer :lol:are too weak. Think about their names, but they are not able to scratch on a GB., I think a torpedo weapon should stay at the end of anticapship weapons. Not a Nova or Mini Razor. I suggest a "Big Bang" torpedo. 30.000 to 50.000 hull damage. 250 velocity. Weapon price over 10.000.000 Torpedo price over 300.000 Only usable for Bombers and only available in the Guard systems of the six houses. weapons - especially continuous beams - Korrd - 10-08-2007 Check the next version. The Supernova torp is the new anti capship weapon. It's intended to replace the current nova. weapons - especially continuous beams - Jinx - 10-08-2007 allthough its not the topic i intended - i agree - a torpedo that uses ammo should do a lot damage. but i am not sure how that missile damage is dealt anyway. it feels like all the missile damage is low - no matter what the numbers say. i shot 4 of those firestalker or what was their names? - these 4500 dam thingys at a transport - and the hull did not even shake - i think the transport lost like 1 pixel of hull. - now thats been 9000 damage... . if the damage on missiles is fixed - a torpedo like the sunslayer should easily do at LEAST as much damage as a nova. ( gotto take into account that it has a huge advantage. it uses no energy - so it can be mounted on ANY fighter that can use a torpedo ... like the death scythe, light fighter, which has a seperate CD and a CD/torp slot ) - so on second thought - it might not be such a good idea to make a 50k dam torpedo after all. i d still like to see ammoless missiles with a very low refire and high energy usage for fighters. not the big ones - just missiles with a refire of like 0.25 and around 1k damage - performing like the common firestalker missile. it would add to spacecombat just fine. problem with torpedos and missiles in general is - their movement is relative to the ship fireing them. so if the ship is flying 200 - and shoots the torpedo at the target - the torpedo will fly 200+ its own speed - now if the target is not directly in the front - the torpedo will try to turn - but will end up with a side and the backwards momentum that the missile itself can t compensate. would be nice to drop missiles at "zero" speed - so all their movement comes from themselves. .... ( did that make sense? - its past midnight and my brain isn t working too well anymore lol ) weapons - especially continuous beams - RingoW - 10-08-2007 Missiles and torpedos are not in need of fixing. Just the value for damage needs to be adjusted. Quote:Check the next version. The Supernova torp is the new anti capship weapon. It's intended to replace the current nova. @ Korrd : Will the Supernova be a projectile or an energy weapon? I think the most damage should be carried into the target inside a projectile. Also it was just an idea and is off topic. Back to topic: I don't like beam weapons. weapons - especially continuous beams - mohr - 10-09-2007 I like the idea of a battleship primary gun that is a "beam" weapon. Long projectile, relatively fast refire rate, medium damage, overly large amount of energy per damage in cost, near instant speed, and the turn speed for the turrets need to be slower then dried molassis in winter. With this set up it would be near impossible to hit even a dodging cruiser if they know what they are doing, but if you manage to get them in the crosshairs of this bad boy, you can dump your entire core into this gun in a hurry. The question would be: do a fair amount of damage quickly, if I can target them, or do a lot more damage, but only over a longer period of time. It would be a tactical decision to choose to use the big beam main guns and run out of all your energy quickly, or use the energy in a more concervative, possibly safer way. To put it simply, energy ineficient, but quick in dealing the damage. Just my thoughts on the idea. Mohr weapons - especially continuous beams - weylin - 10-21-2007 I think the idea for a Sniper type beam would be best. To make it less geared twords hitting smaller ships. It should NOT be aimable. and only shoot forward. As for the graphics, is there a way to make a "beam weapon" weapon that hits nearly instantly but has a special effect trail that lingers for a few seconds? Like if you used the trail on cruiser forward guns or armoured transport engines. not sure if those are interchangable. weapons - especially continuous beams - Gamazson - 10-21-2007 A modification of Weylins idea I had a while ago, but anti-fighter..... CODENAME: LONGBOW Range: 2k Speed: 1.2k Refire: 2.0 Energy: 600 Damage: 2300 Drain: 1150 Mounts to a Torp slot, fire a single projectile with a longish 'tail'. Its basically a sniper rifle for fighters. weapons - especially continuous beams - Unseelie - 10-21-2007 drop the refire... weapons - especially continuous beams - Eppy - 10-21-2007 Love it, hobby, but I think crank up the speed to an even 2k. Now, getting it implemented...best put that in the Ideas/Features Request. weapons - especially continuous beams - Jwnantze - 10-21-2007 The supernova does 116k damage a shot, .25 refire, uses energy, and drops the bomber's energy bar to zilche The Nova(a projectile weapon) cannot be fired from a fighter, it can be mounted, just not fired, I tried it ... so doing something like that is possible Sheesh, You would think that people would beta test and figure this out on there own.....:crazy: |