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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 - alance - 10-22-2007 Yeah that's been mentioned here by Igiss... shield fixer guns don't work. weapons - especially continuous beams - weylin - 10-22-2007 So is that what they do? If so they should consider making a second admin cannon that can get past any sort of modded shield lol. weapons - especially continuous beams - pipsqueak - 10-22-2007 Quote:I have had a long time to think about that gun. Change the refire to 1. Then it will be on par with other weapons except for speed. If it is a sniper gun then use it like a sniper gun. weapons - especially continuous beams - yurineova - 10-25-2007 I dunno if anything on this has been said, as I dont have much time atm. Constant beam weapons cannot work, in theory. To get a constant beam weapon, you need extremely high refire. To obtain this, you must set the value to -1. Cant fire at negative one shots per second, so the game compinates by making it Infinite. And, if you have infinite shots being fired, you techinchally can be dealing infinite damage. Insta kill. Finally, energy consumption is on a shot basis, so your powercore would be drain instantly seeing as you attempted to use infinite energy. This is mostly in theory, but I am 95% sure this is accurate. weapons - especially continuous beams - yurineova - 10-25-2007 ' Wrote:A while back i was helping out with this homeworld mod for freelancer and they tried making a negative damage weapon to do repairs and... yeaaaa didnt work out so well.To add to this (And sorry for double posting); When you set somehting to do negative damage, it sets the values to negative. And to get to negative, you must pass zero. When anything reaches Zero, it is destroyed, thanks to a script. Negative damage weps are insta kill weps, and I advise the admins to use them. weapons - especially continuous beams - mohr - 10-25-2007 ' Wrote: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. I hate to quote myself, :rolleyes: but the topic is about continuous beam weapons, and I like this idea. :sleep: Anywho, the gun only needs to give the illusion it is continuous. If the turn rate on the turret is slow enough, the projectiles long enough, and the rate of fire high enough, it will look like a continuous beam. My 2 cents... again. Mohr weapons - especially continuous beams - weylin - 10-25-2007 You know.. a few years ago i could of sworn i saw screenshots of freelancer with beam weapons. I was wanting to buy FL and looked at some screenshots, and i saw somthing i think was the titan fireing these two big beam looking things that where kidna colored yellowish with no individual projectiles. maybe these where screenshots before the final release and they removed them.. This was really long ago weapons - especially continuous beams - yurineova - 10-25-2007 ' Wrote:I hate to quote myself, :rolleyes: but the topic is about continuous beam weapons, and I like this idea. :sleep: ' Wrote:You know.. a few years ago i could of sworn i saw screenshots of freelancer with beam weapons. Mohr has a good point, to have an illusioned continuous beam, but a true continuous beam is impossible to make balanced. Thats why I suggest it for the admins:) |