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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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New Weapon Ideas?

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New Weapon Ideas?
Offline VenomHX
09-14-2009, 11:03 PM,
#21
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Posts: 181
Threads: 19
Joined: Sep 2009

How about Ion Cannons like in Homeworld. Those would be nasty to have on CapShips.

"Abstinence of the Heart; Sever Your Emotion Like A Defective Circuit..."

http://discoverygc.com/forums/index.php?showtopic=27830 - Please watch what you post here, please.
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Offline dead_shot
09-14-2009, 11:13 PM,
#22
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Posts: 347
Threads: 7
Joined: Jan 2009

I would like to see a Gatling gun (limited ammo but huge amount of it)


the path to hell is paved with good intentions!
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Offline reavengitair
09-14-2009, 11:14 PM,
#23
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Posts: 3,399
Threads: 108
Joined: Dec 2008

Battleship forward guns anyone?
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Offline Thexare
09-14-2009, 11:27 PM,
#24
Ominously Humming
Posts: 3,821
Threads: 340
Joined: Apr 2008

' Wrote:Bring some 16.67 high damaging guns to fighters! :laugh:

I think there should be chainguns like the eco chaingun or the bluebell except as class 9 guns.
The Purple Goddess and Wildfire used to be that way, but it caused lag issues IIRC.
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Offline 570580ss
09-14-2009, 11:54 PM,
#25
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Posts: 115
Threads: 17
Joined: Oct 2008

Heres an idea:

Fallout 3 fans might like this.

What about a gun called the "Rock-It Launcher"

It fires commodities in your cargo hold

But you have to select what cargo to fire.

Maybe it could be a Junker gun?

:lol:



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Offline Fletcher
09-14-2009, 11:55 PM,
#26
Member
Posts: 5,473
Threads: 952
Joined: Apr 2008

' Wrote:Heres an idea:

Fallout 3 fans might like this.

What about a gun called the "Rock-It Launcher"

It fires commodities in your cargo hold

But you have to select what cargo to fire.

Maybe it could be a Junker gun?

:lol:
WANT WANT WANT!

I fire slaves at your damned LN dreadnaught!!!!

[Image: 7220a57d19cexl1.jpg]
"Oh chuffing blimey, another day, another person being whiney!"
Fletcher's Feedback and Stories Thread
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Offline Silmathien
09-15-2009, 12:07 AM,
#27
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Posts: 426
Threads: 32
Joined: Aug 2009

Smoke Canisters for reduced sensorefficiency (like in some nebulae) or imprecisly targeting sytem in the HUD, instead of Cms or Mines.

[Image: 00000044.png]
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Offline Cameron
09-15-2009, 02:01 PM,
#28
Member
Posts: 378
Threads: 26
Joined: Jul 2009

Planets are supposed to have thair own defence systems (first mission in sp, the order breaks through Manhattan's planetary defence network, rumours say malta has nuke missiles) so lets hardpoint planets and give them invisibel turrents to shoot down hostile ships (especially caps).

I second making cap missiles bigger, they're the same sise as fighter missiles but can go up to 5x the distance and do truckloads more damage.
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Offline Tenacity
09-15-2009, 05:05 PM,
#29
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Posts: 9,496
Threads: 635
Joined: Apr 2008

' Wrote:WANT WANT WANT!

I fire slaves at your damned LN dreadnaught!!!!

lol, I had brought up an idea on xfire a while back for a gun that shoots captured pilots. It reduces the rep of your target with whatever faction pilot you shoot at them.

[Image: Tenacity.gif]
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Offline Gentle
09-15-2009, 05:27 PM,
#30
Member
Posts: 411
Threads: 21
Joined: Jul 2007

Automag Missiles.

limited to 100 ammo and have to rebuy the whole module. Fast refire Fast shot speed and average guidance. Downside is.....dont last long in a swarm.

used to have them on Nima and they were of limited use to solo players who needed assurance in 1 vs 1. Also they were lethal to yourself if anyone with a brain used a CD.

Still the reminded me of the HYDRA rockets on apache gunships and looked really cool as a salvo of missiles hurtled a stream of rockets at your foe....


mmmm explosive lovely!


The Madness of the Pirate King
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