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Capship Weapons Project - 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) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Capship Weapons Project (/showthread.php?tid=4112) Pages:
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Capship Weapons Project - Unseelie - 10-06-2007 ok...now...I'm more than a little upset at that, but, here we have what we had. ' Wrote:It would be nice for each house to have their own "style" of weapon systems. ' Wrote:The damage should equals about 4000 damage per gun for a battleship The original guns are ' Wrote:As I seem to remember, gunboat turrets usually have a speed and range of around 1300 Capship Weapons Project - Jinx - 10-06-2007 by the way, is it possible in freelancer to create some sort of "shotgun" weapon? - you know, wide spread, low single projectile damage, but OK damage if you happen to give a target a full blast at a VERY low range. it should have a low refire rate - all in all very much how shotguns are treated in any other video game. - the weapon of choice for the hard to hit target or the rookie gunner. could easily classify them for GB, cruiser and battleship - by just increasing the shrapnells. (GB 10 projectiles, cruiser 15, battleship 20 or something) leaves the question which faction would develope such a rediculous idea of an antifighter weapon, when they have homing missiles ( - but maybe they see reason and realize that it appears that the scientists of sirius have mastered the use of antimatter, plasmaweapons, and whatever else beam - but their homing devices in their missiles are not better than vietnam war substandard it appears ) Capship Weapons Project - RingoW - 10-06-2007 I think about for a long time. For all Gunboat turrets the refire rate must be decreased to 2.5 or 3 and the damage must be adjusted. At the moment the Gunboat turrets have more firepower at the same time, than Cruiser turrets. BS turrets normally have a slow refire rate but deals uncompareable damage. Refire rate should be 1.0 or lesser. The damage should be between 3.500 and 3.800. Also i vote for the splitting of turret classes for BS and CR/DE. For example: Bretonia BS with 14 turrets = 6 (slow but heavy damage dealing) BS turrets and 8 (fast but less damage dealing) Gunboat like turrets for defense purposes. Kusari Destroyer with 9 turrets = 3 cruiser turrets and 6 Gunboat like turrets. Look for the ships in WWII. BS had their main artillery to fight with oponent BS and universal artillery of smaller calibers and machine guns to fight against smaller targets like Destroyers and to defend against Torpedo and Aircraft attacks. O.K. When the HMS Dreadnought was been launched 1906, it was the first BS equipped with main artillery only. 10 Guns with caliber of 305 mm, but it left her vulnarable to Torpedo attacks. So following ships were equipped with up to 20 or more Guns with calibers of 105 - 155 mm. The splitting maybe will bring a bit more tactical demands for battles. Capship Weapons Project - Panzer - 10-06-2007 Actually - for turrets I'd prefer a tiny revolution... lowest classes - 1 to 3 would be for fighters. Those would be the high-end turrets - like tizona, p. goddess and the turret models of the lv 9 guns. (barely anoyone pay attention to anything worse) 4 and 5 would be for transports. 4 - the smaller types 5 for l. trans, l. train and their equivalents. 6 and upwards for capships. 6 - gunboat 7 - destroyer/corvette 8 - cruiser 9 - battleship universal, 10 - battleship primary (BIG guns) Example : say... Rheinland battleship with 18 gun mounts. 6 of them lv 10, rest - the secondaries. or... Liberty battlecruiser - 2-4 lv 10s and rest - cruiser turrets. Gunboats are a tricky deal - originally they were platforms for a single BIG gun, some might have a single lv 10, but the rest would be simple lv 6. Those guns would most likely retin a high refire rate - their purpose would be wrecking fighters. Capship Weapons Project - Unseelie - 10-06-2007 @Angel of Mercy...See, I would love to see what the current turret rates are...but, vista, so datastorm doesn't work, so, gotta go do it the slow way, as I see them, they list will get updated, help would be cool @Templar (18)...I'd been thinking about something like that too, at least dropping transport guns down into class 6..... And, if anyone knows how to make the turrets we are talking about here, mind speaking up?...I can learn without much help...but, a nudge in the right direction would be nice. Also, why aren't their capship codenames? I can see that they may be uber, but, the codies we have now aren't horribly efficient, just powerful...A fighter layout can often be hurt by the codes it carries....now, they would be a bitch to balance....but, I think it may be worth it. Capship Weapons Project - Smiley_ - 10-06-2007 A Salmanca II does about 1900 damage per second, and a Codie does anywhere from 2200 to 2600. A satndard BS turret would do about 4000 damage per second, so using the same ratio, you have the battleship codies do about 5200 per second. And about order turrets, the things are generally less accurate than bretonia or liberty turrets for some reason. I think that this is because the individual projectile is smaller and harder to hit with a ship. Capship Weapons Project - Dopamino - 10-06-2007 ' Wrote:@Angel of Mercy...See, I would love to see what the current turret rates are...but, vista, so datastorm doesn't work, so, gotta go do it the slow way, as I see them, they list will get updated, help would be coolthere is codename turrets. solaris and cerberous. Capship Weapons Project - Victor - 10-06-2007 Wait a minute... codenames can't be bought. The Cerberus can... not sure about the Solaris, though...:unsure: Capship Weapons Project - Jwnantze - 10-06-2007 The Solaris is a DEVELOPMENT of a code name for use on capships, and a rather sorry development at that...and yes it can be purchased Capship Weapons Project - kiggles - 10-06-2007 ' Wrote:And about order turrets, the things are generally less accurate than bretonia or liberty turrets for some reason. I think that this is because the individual projectile is smaller and harder to hit with a ship.Ok well have you tryed the cruiser forward gun on the Liberty Cruiser? It has a huge projectile but you have to have the middle of the shot hit the target or the whole thing just keeps going and does nothing. I think that the size of the projectile is just for show and that they all actualy have the same ammount of solid projectile just with a lot of fancy colors around the outside. Also if you want a Code for a battleship why not put cerbs on it? They are very powerfull but who ever made them though that everyones battleships had a sun for a power generator. Kiggles:mellow: |