• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 520 521 522 523 524 … 547 Next »
Class 9 gun analysis (take 2)

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (5): « Previous 1 2 3 4 5
Class 9 gun analysis (take 2)
Offline Yngen
04-15-2007, 05:53 AM,
#41
Member
Posts: 637
Threads: 41
Joined: Oct 2006

Thankyou Igiss for encouraging better role play through gun equality in this latest version.

I have tested the New Barrager V and the updated Disinfector 3 and find them to be quite sufficient.

To all of you missle haters, Nebotuda has sold his Paralyzers and Canonballs and gone back to his roots. Good for him, bad for you :cool:

Everyone who has updated or new class 9 guns please post your impressions here. Do a few dog fights first, get a feel for them before you decide though.

The era of the fighter is not over.

[Image: Tex3.jpg]
[AU]Anton_Blix
-Signature by Doom
  Reply  
Offline Doom
04-15-2007, 01:01 PM,
#42
Member
Posts: 1,694
Threads: 29
Joined: Apr 2006

I tried new Xeno weapon Scorpion.

Well that weapon has same hull damage stats as Kraken but uses almost twice power as Kraken and still has shorter range... I mounted 6 guns on my eagle and fired 11 shots from all weapons. Then power was so low that later in fight i couldn't use more then 2 or 3 of those guns....code names use only little more power and do more damage at longer range...

I think new weapon is great but it consumes way to much power...

STATS:

power drain: 200
hull: 556
shiled: 278
refire: 4
Reply  
Offline Yngen
04-15-2007, 05:53 PM,
#43
Member
Posts: 637
Threads: 41
Joined: Oct 2006

I show here that the Scorpion has only 550 range, which is troubling considering the power it consumes.

The Disinfector 3 has really short range too but takes less than half as much energy as the Scorpion.

I think the extra energy consumption in the Scorpion is at least in part going to the increased muzzle velocity (700) which does make it a more accurate weapon, but perhaps not enough compensation? I don't know, 700 m/s means your gun doesn't match up velocity-wise with any of the codename weapons including the new SOLARIS.

You could do 4 scorpions and 2 missles, but I know you are a gun man...




[Image: Tex3.jpg]
[AU]Anton_Blix
-Signature by Doom
  Reply  
Offline Ascendancy
04-16-2007, 11:23 PM,
#44
Member
Posts: 227
Threads: 10
Joined: Jan 2007

Now I don't really have a lot to contribute to this class 9 discussion, but I am happy to see my Death's Hand Mk V now is a little more appropriate damage wise (though, like the Mk III and below, I wish it fired at 8.33).

I'm not too happy my Chain Gun Solaris became the SOLARIS codename, because it was my faster firing guns on my bomber. I know perhaps it was a wee bit overpowered with 294/147 damage with double the range of most 8.33 guns, but I was getting well adjusted to it. It still does remain now as the fastest firing codename weapon, however...

Well okay maybe I do have a little to contribute to this. So far, I've noticed there is only one faction (and maybe there is more, but I'm sure there isn't) that actually has their weapons fire faster than normal. That being the Hogosha's plasma cannons. They have double the rate of fire of all the plasma ones, with only a slightly reduced range (but actually a faster muzzle velocity), and less damage per shot of course.

I know there are standards for the rates of fire (i.e., 2.00, 3.03, 4.00, 5.88, 8.33, and 33.33 for the chain guns), but I propose that there be weapons that fire a little outside of those standards for certain factions (don't know which). Not necessarily faster, but maybe slower too. The potential advantages/disadvantages might be a slightly better range, less damage, more power use, or slower velocity even. Faster firing guns should sacrifice power use and overall damage per shot, while slower ones than normal could benefit from being a faster projectile and using less power. Range could go both ways. I just think this would diversify the weaponry and make one think harder when choosing a gun. (I'm also very sure everyone's going to disagree and argue this would just do little for Discovery overall and it would cause Igiss and the team to do more tedious work.) But hey, I really wanted to get my opinion out there.

[Image: AscendancySig.png?ex=68b4bad1&is=68b3695...cef5bd024&]
Thanks to Cattman2236 of E-Studios Forums for the signature.
' Wrote:The Kalashnikov. Still sees use in the hands of Coalition-aligned anthropomorphic cats Sirius-wide.
Reply  
Pages (5): « Previous 1 2 3 4 5


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode