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Auxiliary Guns - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Auxiliary Guns (/showthread.php?tid=147365) |
RE: Auxiliary Guns - Black Widow - 01-25-2017 (01-25-2017, 10:03 PM)Stone21 Wrote:(01-25-2017, 09:41 PM)Black Widow Wrote: That chaingun sucks it does no damage and has a dispersion on it. Poor replacement for torpedoes. I dont buy that sorry, first off the weapons they have removed namely tracking torpedoes and missiles are vanilla weapon concepts. The reason for doing so to make people enjoy pvp more also doesnt wash since it is a game and you should have / develop the skill to overcome them. CDs are a great blocker of missiles and torps when launched correctly. Skill is in the timing of it. Going by your logic we should remove every weapon that people complain about because it makes pvp unfair? Really.. Also before the development of the stupid auxiliary weapon mount and overhaul of snub weapons, people hardly used torpedoes. In fact the development of the auxillary weapon mount and removal of missiles forced people to use torps since it was then the only ammo based projectile available.. I think the developers should be held to account for these changes as they are taking upon themselves to change the fighting dynamic of the game as it suits them. Removing cannon pvp weapons like torps and missiles is just a big nono, especially since said weapons are vanilla in origin! In fact by doing such, discovery is moving away from its original mission statement of being a RP Expanded version of vanilla freelancer. With its own storyline and lore, one can only claim to be the next chapter of vanilla freelancer if vanilla mechanics / weapons of the game are maintained and not removed! This latest update has pushed the discovery mod further into obscurity as it has gone down a completely different path! Eventually we may end up with a game completely unrecognizable. Is that what you want? Changes to basic game and fight mechanics should be put to a public vote instead of being implemented without prior approval. I tell you the day they screw up Cap Weapons will be the day I remove myself completely from this mod. I refuse to play in a poorly developed mod. No matter how prestigious its history is. RE: Auxiliary Guns - Vendetta - 01-25-2017 The gun isn't designed to be effective against shields. RE: Auxiliary Guns - Stone21 - 01-25-2017 (01-25-2017, 10:56 PM)Black Widow Wrote:(01-25-2017, 10:03 PM)Stone21 Wrote:(01-25-2017, 09:41 PM)Black Widow Wrote: That chaingun sucks it does no damage and has a dispersion on it. Poor replacement for torpedoes. Relax, I agree with you, I said the same things in other topics but don't you see? We're in inferiority here, people dislike guided projectiles now. Also, what I posted in my message was 80% sarcasm in order to "explain" the logic behind this, which belongs to some players who whined around here quite hard against missiles and torpedoes. RE: Auxiliary Guns - Kalhmera - 01-25-2017 (01-25-2017, 10:57 PM)Vendetta Wrote: The gun isn't designed to be effective against shields. it isnt effective at all... its utter fail. RE: Auxiliary Guns - Enkidu - 01-25-2017 (01-25-2017, 06:17 PM)Durandal Wrote:(01-25-2017, 05:14 PM)Sombra Hookier Wrote: SHFs can mount two Maxims, for example, but are still only able to carry 2000 units instead of 4000 of ammo for it with them. Is that intentional? Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you. I will deliberately refer to it as something else InRp and not mount the damn thing if it violates immersion. Edit: There's enough FS, BSG and god knows what imports in this game already. Can we be subtle about it? RE: Auxiliary Guns - Haste - 01-25-2017 (01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you. https://en.wikipedia.org/wiki/Maxim_gun RE: Auxiliary Guns - Omi - 01-25-2017 (01-25-2017, 11:22 PM)Haste Wrote:(01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you. RE: Auxiliary Guns - Enkidu - 01-25-2017 (01-25-2017, 11:22 PM)Haste Wrote:(01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you. I'm aware of the original usage, durr. Point still stands in function and implementation. RE: Auxiliary Guns - Kauket - 01-25-2017 it isn't an import if both of them are based off a real thing RE: Auxiliary Guns - Black Widow - 01-25-2017 (01-25-2017, 11:22 PM)Haste Wrote:(01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you. Haste what have you done?? You screwed our game! Please quit now Your teams handling of PVP mechanics is really bad. Do you have any idea what you are doing? At best you are a meme lord nothing more |