Shield damage is automatically upped to half of hull damage if no higher value is set. The exact percentage of minimum proportional shield damage is in one of the .ini files (found it once, if anyone needs it I can find it again) and is the same for all weapons. If we were to make dedicated hullbusters, we would need to set a custom shield damage for every weapon. Not a problem memory-wise or anything (value is already there, just set to zero) but could be time consuming if not automated. Since it's not terribly hard to automate (look for the weapon damage value, store that, go down a line, if there's a '0' replace it with .5 * the weapon damage, I could probably write a java program to do it in a few minutes), it might be a project for 4.86 (or even an auto-update sometime).
Until the shield damage proportion is lowered, however, something with that kind of damage is impossible.
' Wrote:I have an idea.
A high-refire, high-damage, medium power draw weapon, with an incredibly slow projectile speed and extremely short range. An artillery-grade plasma cannon.
Think Cerberus, except with about triple damage, about 300m/s velocity and a range under 500m.
Put a few on a cruiser, sidle up beside a stationary cruiser/BC and commence the point-blank BBQ.
This is doable. I like it, actually, and this would mean that a CC could be specialized to fight like a BB, or a BB to specialize against other BBs at the cost of being less effective against anything faster than it... I like a lot. Slow projectile speed keeps it from being a better flak, so... sweet.