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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Turning the MR into a regular gun-type

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Turning the MR into a regular gun-type
Offline Xenosaga
09-21-2013, 07:42 AM, (This post was last modified: 09-21-2013, 07:42 AM by Xenosaga.)
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Sniper guns so to speak. Of course, their damage output should be much lower than that of the MR, in return for less energy consumption and somewhat quicker refire rate.
As of now, getting an MR is unviable for any player whose RP requires him to have a Cruise Disruptor. Turning the MR into a regular gun with tweaked stats would increase loadout diversity.
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Offline Savi
09-21-2013, 10:07 AM,
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2.0 codenames are sniper guns. they eat lots of energy and have huge dmagae/shot. You will never have a 4k/shot or so class 9 gun simply because you can turn that ship into an instakilling ship and instakilling is bad in games and encourages no skill (see noob tubes).

With 4 archangels you get 5.6k/shot damage and I think that is more than enough considering you can fire 2 shots a seccond.

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Offline Xenosaga
09-21-2013, 03:36 PM,
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(09-21-2013, 10:07 AM)Savi Wrote: 2.0 codenames are sniper guns.

They have average range and the technique of using them is called shotgunning.

(09-21-2013, 10:07 AM)Savi Wrote: they eat lots of energy and have huge dmagae/shot. You will never have a 4k/shot or so class 9 gun simply because you can turn that ship into an instakilling ship and instakilling is bad in games and encourages no skill (see noob tubes).

Hitting a deshielded snub with beam weapons in Freelancer is a lot harder than hitting one guy with an explosive (=AoE) weapon in some shooter. This is absolutely not compareable.

(09-21-2013, 10:07 AM)Savi Wrote: With 4 archangels you get 5.6k/shot damage and I think that is more than enough considering you can fire 2 shots a seccond.

And that's exactly where my proposal differs. Huge damage on a low refire rate of maybe 1 shot every 4 seconds.
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Offline Mephistoles
09-21-2013, 04:33 PM, (This post was last modified: 09-21-2013, 04:33 PM by Mephistoles.)
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I have played with and used "sniper" weapons to great effect. Even with lower effective DPS, they unbalance fighter combat. 2.00s are close to sniper weapons but not quite there, so they're alright. 1.00s, for example, mean a ship can concentrate on the odd shot then put the rest of their time into being completely evasive. As opposed to higher refire weapons, which require a combination of bringing guns to bear and more minor evasion while doing so, sniper weapons mean fighters can get off a high percentage of their DPS while basically running away for the majority of the fight.

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Offline Evo
09-21-2013, 04:40 PM,
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(09-21-2013, 03:36 PM)Xenosaga Wrote:
(09-21-2013, 10:07 AM)Savi Wrote: 2.0 codenames are sniper guns.

They have average range and the technique of using them is called shotgunning.

.. No. Shotgunning is using said 2.0's WITH an MR. You setup a wep group to hit hull with both MR and the 2.0's. Shotgun.

As for this whole idea.. No thanks. Sacrifice your CD for an MR or don't get a nice nuking cannon. The reason MR is balanced as it is, is because minespammers eat them for breakfast due to having no CD.

That and they can just cruise away giggling.

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