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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Is it just me...

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Is it just me...
Offline Xing
03-28-2008, 07:48 AM,
#11
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Posts: 5,274
Threads: 147
Joined: Oct 2007

I always thought chain guns were traps for noobs and/or fun guns to use against nothing

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Offline Jinx
03-28-2008, 08:26 AM,
#12
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Joined: Sep 2007

in x83, they were balanced and good. - but lagged the server with their 33.33 refire rate ( espeically when used in large numbers like the container transport )

in beta 84, they owned everything. appears like the server "swallowed" some of the shots in 83 - so they did OK damage, but with balanced tuned down refire and tuned up damage, they would eat through anything like a hot knife through butter. - now they re ....... OK. i wouldn t say they re bad - but they re not awesome anymore. most faction guns are better. for a spray-and-pray weapon, they re not doing enough damage / shot ... but against transports or big targets, they re not bad. ( the high refire adds to the little panic that someone gets when the shields are down, and "feels" every hit by the shaking of the ship. its much nicer to shake a ship with a high refire rate than a 2.0 refire rate )

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Offline Reverend Del
03-28-2008, 10:36 AM,
#13
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Posts: 4,221
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Purple Goddesses are a terror tactic, as Jinx stated ( I seem to be agreeing with you alot today), it's hard to centrate when you're shaking all over the place. But for actual use, they aren't that much good, they drain energy and don't do enough damage to count, plus they don't synch with my Xeno guns and, as such, kill my aim (which is bad enough anyway).

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Offline Jihadjoe
03-28-2008, 10:52 AM,
#14
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Joined: Nov 2007

Well, I was just thinking, they're lvl 10 weapons and should by rights be rather good. However they really do just scare people more than anything else.

I'm not a bad shot, and chainguns are REALLY easy to aim with (you have a nigh on constant tracer) but they just don't do enough damage to be worthwhile in my opinion. I would like to see them tear through hull like no tomorrow, but do very little shield damage at all, maybe about 10 per shot. that way they would be useful when coupled with shield busting weapons.

The issue with this is they might end up being superweapons, but I would like them to be actualy effective rather than just a nice little lightshow.

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Offline ScornStar
03-28-2008, 10:30 PM, (This post was last modified: 03-28-2008, 10:32 PM by ScornStar.)
#15
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Joined: Jan 2008

/signed

I'd like to see weapons that are specific hull smasher as counter point to shield busters.

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Offline El Nino
03-29-2008, 11:21 AM,
#16
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Posts: 1,248
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Joined: Dec 2007

' Wrote:I can micromanage 4.00s as well! Let's say you have like 5 of them. 1, 2, 3, 4, right click, correctly subdivided of course, and you get 20 shots per second.

:nyam:I for example take 10 guns with 2 refire rate and micro manage them in to 20 shots per second.... hardly a chaingun as each shot deals 2400 dmg, but the effect is astounding....

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Edge
03-29-2008, 11:31 AM,
#17
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That's why I use codename guns with 2 refire. My aim is rubbish in fighters, atm:)
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Offline Panzer
03-29-2008, 12:56 PM,
#18
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Chainguns are bad. Although... I know people who used a single P.Goddess as a tracer gun - that would "lead" their aim of heavier and slower guns. Need to test that tho...

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Offline mjolnir
03-29-2008, 01:03 PM,
#19
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Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:That's why I use codename guns with 2 refire. My aim is rubbish in fighters, atm:)

Well I have been saying that to Razr for the last half year...

"get a 2.00 loadout, you will be so ****** not hitting anything that you simply learn in the end"

... and still he doesn't listen to me :)

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Offline Heartless
03-30-2008, 04:17 AM,
#20
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Posts: 1,529
Threads: 107
Joined: Nov 2007

I just think their fun to chase around some npc's with, heh'. XD

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