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Balanced Zappers that don't suck? - 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: Balanced Zappers that don't suck? (/showthread.php?tid=128140) |
Balanced Zappers that don't suck? - Lythrilux - 04-06-2015 Are these ever going to become something viable? I see great promise in them, however their current implementation makes them not very useful. RE: Balanced Zappers that don't suck? - sindroms - 04-06-2015 Instead of high refire weapons, I suggest a reasonably high-damaging, small ranged ones. We are talking 1.00 or perhaps even 0.50 refire close-range burst cannons. Very fast, but with current range. Damaging enough so that a transport with 12 of these can just barely insta a snub if all of them hit (which they won't). RE: Balanced Zappers that don't suck? - Gondoros - 04-06-2015 Soo something like this maybe? https://www.youtube.com/watch?v=Vumc7kMSzHc RE: Balanced Zappers that don't suck? - sindroms - 04-06-2015 These are the current statistics for the Transport zappers: Code: [Munition]I then take the minimum HP for VHFs: 9,000 Apply the biggest armor upgrade: *2.5 22,500 Max amount of turrets on any transport are 12. 1,875 That is the damage these things will do. Biggest transports have 90 000 Us of power. So let us set the power requirements for this thing at that level. One salvo depletes all of the energy-ish. So that'd be around 7000u. So this is how it looks like right now. The high power usage will not allow it to be spammed on small ships, such as ATs and Gulls. The only problem would be balancing this thing on ships such as Salvager, which has a GB core. ![]() The forced gun orientation is still there, so you will never be hitting with all of your turrets. The following video shows the drain and refire as well as efect on a fully decked out snub. Edit: Also, this is probably why I am not a dev, kek. I just use numbers. RE: Balanced Zappers that don't suck? - nOmnomnOm - 04-06-2015 Step 1 should be to fix it so that they all dont fire if they cannot turn enough to aim. Otherwise I will continue to use them as my dico-ball light show party ship. RE: Balanced Zappers that don't suck? - Haste - 04-06-2015 I'd rather: - Get rid of them, or, - Redo them entirely using some magic tricks that allow beams to be actual beams (see: Yuri's dev thread with some Nomad stuff). RE: Balanced Zappers that don't suck? - SnakeLancerHaven - 04-06-2015 Well I'm sure all of you have seen the Nomad Laser Beam gun whatever on one of Treewyrms video, right? Why not turning Zappers into something like that? As I saw it right on the video, they quite work fantastic. RE: Balanced Zappers that don't suck? - Hidamari - 04-06-2015 rename it to Torpedo Point Defence Battery Hull Damage: 500 Shield Damage: 250 Range: 500m Projectile speed: 99999ms Refire Rate: 0.1 Energy useage: 15,000 RE: Balanced Zappers that don't suck? - Fluffyball - 04-06-2015 Zappers can't even track fighters. What's reason behind these, if they fire exacly at the point BEFORE the fighter? Change it into 'normal' Ion Cannon for caps. Like Spazzy proposed. |