• 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 … 188 189 190 191 192 … 547 Next »
code weapons

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

code weapons
Offline Nikita
06-07-2012, 05:08 PM,
#3
Member
Posts: 332
Threads: 22
Joined: Sep 2011

if you cant understand this is not mean that this is not need.
1.Different visualisation from standart guns,like bloodstone for example
2.If we have refire in cruiser (for example) in medium slots 2.0, give some gun with (again for example 1.0 refire) to cooperate this with cerb guns,more damage will do,but will eat more power.For fast and powerful attack,but with Cerb range.
3.Or another gun,which will have 4 guns(like in reality) for anti-snubs,but with more refire and low firepower and different range. With specific visualisation.
4.Or do them only for heavy slots, for this type of ships.
Why not? This is will be interesting. new configuration can be created.

5.Add balistic weapons for heavy ships.We in game have 3 different type of turels. Laser(plasma) turels, missle turels and flaks. Balistic weapons will be 4 type of guns,avaliable only for caps ship(GB too), more interesting for long range fight,but will have their minuses (kinda artillery battles on the sea like in reality).
For example:
Type of battle like this
Shell - like flak
Range - 5.0 - 5.3 k
Speed - 400
Damage - 150 000
Range of explosion - 200 m
Refire - 0.5
Using energy - 250 000

Pluses:
- Long range fight
- Destroying all in range (included GB,Snubs,cruisers),fatal for enemy turels when shield going down
- Low using energy
- REAL BIG HEAVY GUNS (on caps vs cap assault)
- Good refire
- no ammo

Minuses:
- cannot be used in asteroids (can be friendly fire)
- low speed
- can be destroyed by flaks
- not effective in clouds
- slow moving around (very massive turel)
- only for long range or medium range fight

Visualisation - as a trace from missile,with big,artillery explosion when hitting target.

But i think this(energy based) weapons must eat little more energy,than what we have,but in some time they must be more effective,when standard turels cant can not solve this problem.

>>>Signatures made by Xtcmax<<<
Video
  Reply  


Messages In This Thread
code weapons - by Nikita - 06-07-2012, 04:09 PM
code weapons - by massdriver - 06-07-2012, 04:13 PM
code weapons - by Nikita - 06-07-2012, 05:08 PM
code weapons - by massdriver - 06-07-2012, 05:32 PM
code weapons - by Knucklehead - 06-13-2012, 03:15 AM
code weapons - by Yber - 06-13-2012, 03:04 PM
code weapons - by Lonely_Ghost - 06-13-2012, 03:18 PM
code weapons - by Vladimir - 06-14-2012, 03:22 PM
code weapons - by Reid - 06-14-2012, 03:44 PM
code weapons - by bloogaL - 06-14-2012, 03:51 PM
code weapons - by Nikita - 06-15-2012, 12:15 AM
code weapons - by Veygaar - 06-15-2012, 02:25 AM
code weapons - by Nikita - 06-15-2012, 12:22 PM
code weapons - by Huhuh - 06-15-2012, 12:27 PM
code weapons - by casero - 06-15-2012, 12:32 PM

  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode