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Bomber Torpedo Idea: Antimatter-chainguns - 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: Bomber Torpedo Idea: Antimatter-chainguns (/showthread.php?tid=140205) Pages:
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Bomber Torpedo Idea: Antimatter-chainguns - Inferno - 06-09-2016 So we I have been quietly discussing it within a few chats on Skype, and we I have decided to get over Forum-Phobia and post this idea. I imagine this: A weapon, like the antimatter cannons, or more commonly shouted as 'SNAC!' but instead of one long, powerful, deadly shot, have a highly rapid firing, low damage gun, that, when all shots connect, does damage equivalent to the snacs, but more. Allow me to throw some stats at the forum... Hull Damage per shot: 16600 Shield Damage per shot: 6300 Refire Rate: 12 Energy per shot: 1500 Projectile Velocity: 360/s Effective Range: 1596m Dispersion Range: 20m/100m The first thing that I am going to say is that there are the first guesses on stats. They are, in essence, a stab in the dark. Anyway, I was thinking that these chainguns would be as powerful as the snacs, but cost more energy. I have these initial stats set up that it costs the entire powercore of 35000 Energy for about two seconds of sustained, uninterrupted fire. The accompanying Hull/Shields damage stats translates out to about 200,000Hull/76000Shields per two second blaze. This makes it more powerful than just one snac shot, but it balances out with higher energy use (all of it for some lighter bombers.) This sounds too OP right now, I know, but like I said earlier, first stab at stats. I also added in a 'dispersion variable' like the Hellfire missiles have that makes the antimatter-chain projectiles 'spread out' the farther along they go, like a real weapon would do when subjected to high recoil and short barrels. I know that I am going to get told 'that is what Hellfire Pods are for skrub go get learned.' These are going to be a reason to (still) fear bombers in cap fights (more), but not making them inconceivably OP, either through higher energy drain than stated above, or, like a real weapon, have it ammunition based with a general reserve to make it less powerful in snubfights, because I know people are going to use this thing in PvP fightercraft. Consider the antimatter chaingun a replacement for the snacs, and a larger variant of the Hellfire Death Pods. Charge your constructive criticism weapons, everyone. I will need it. -[EDIT]- changes to the refire rate/damages/energy has been made to accommodate the idea of server lag. I nearly halved them in order to save the server, but the damage is near the same. I also fixed the energy drain to equal out to two seconds on 35K powercore RE: Bomber Torpedo Idea: Antimatter-chainguns - Tabris - 06-09-2016 I think the refire-rate would break the server. :S RE: Bomber Torpedo Idea: Antimatter-chainguns - Inferno - 06-09-2016 Maybe so...lower it to 12.50 and raise the energy/damage to balance it out? I had these stats tested only once in SP, so I never refined them, thought about lag or performance issues. I forget my computer takes games and frames them to death. RE: Bomber Torpedo Idea: Antimatter-chainguns - Jayce - 06-09-2016 Nightstalkers Universe ran with battleships that had 4 guns with 33.33 refire, 28 guns with 8.0-16.00 refire, and 6-16 torpedo launchers. All of these weapons had ranges in excess of 60k, and the ships they were mounted on were 3-5k long. If they can run that with 40+ people on constantly with a third the budget of Disco, there's no reason we shouldn't, other than stark laziness.
RE: Bomber Torpedo Idea: Antimatter-chainguns - Caelumaresh - 06-10-2016 (06-09-2016, 11:49 PM)Jayce Wrote: Nightstalkers Universe ran with battleships that had 4 guns with 33.33 refire, 28 guns with 8.0-16.00 refire, and 6-16 torpedo launchers. All of these weapons had ranges in excess of 60k, and the ships they were mounted on were 3-5k long. Last i played that mod it was dead, and i used to be in charge of the Blood Legion RE: Bomber Torpedo Idea: Antimatter-chainguns - SergeantSausage - 06-10-2016
RE: Bomber Torpedo Idea: Antimatter-chainguns - Inferno - 06-11-2016 Cap vessels would fear the BRRRRRRRRRRRRRRT heard 3k away. Sound wanted RE: Bomber Torpedo Idea: Antimatter-chainguns - nOmnomnOm - 06-11-2016 The thing that balances the snac is that the shot usually uses all your energy and is a single, slow shot. This makes the aim factor more critical. If you were to have a chaingun then it would be easier for the bomber since at least one shot would hit and do some damage rather than a snac not hitting at all. Just an idea: what if it could be something like the "shotgun" round that corsairs have? You cant really aim with it accurately and it spreads out. RE: Bomber Torpedo Idea: Antimatter-chainguns - Zyliath - 06-11-2016 @nOmnomnOm You mean the Escopeta Dispersion Cannon-hell, that's good at point-blank or against large sheeps. [A shotgun for bombers = GIBE NAO PLZ ;3] Jokes aside, it is a very neat idea, also break the normal bomber meta, that being the usual SNAC/Nova/ASURAS. +1 on this. RE: Bomber Torpedo Idea: Antimatter-chainguns - Antonio - 06-11-2016 Something similar is already being introduced, just wait. |