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New Order Weapons

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New Order Weapons
Blighter
09-07-2009, 12:25 PM,
#11
Unregistered
 

Problem with that? - without going into your stats there - It would be just that, a beam-ish weapon, it does not suffer from a low refire rate, and it would allow you to smack down fighters and bombers with incredible ease.
Aka those kinds of things that have to come in close, so the range decrease is moot.

The drain wouldn't even matter, because you'd just hold down the trigger for a coupla' seconds and if you aren't the really poorest shot the world's ever seen, you would end up hitting.


It's a weapon that comes with no risk, you've basically said it yourself.

Quote:Nice thing with a beam weapon like that is easier aiming, and energy conservation. If you fire a light mortar and it misses, you're out 1 million energy - but with a beam weapon, if you miss, you can stop the beam mid-fire so you only lose some of the energy.

You miss a "pulse", no problem.
And once you've hit, you stop. Like directly after blasting a fighter out of the sky.
No "shoot once and either hit, or waste a ton of energy".


Sure, if used against capital ships only, fine, but you just can't restrict the usage of a weapon against specific targets. You can't.
Hence why you'd see it used against other things than the intended capital ship targets, aka fighters and bombers.

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Offline Jihadjoe
09-07-2009, 12:54 PM, (This post was last modified: 09-07-2009, 12:58 PM by Jihadjoe.)
#12
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Tic... Contructive comments or no comments at all. It's really funny how when people get all riled up over something, but lack the eloquence to say stuff properly, they just come out with garbled vicious attempts at sarcastic nonsence.

That goes for any one of you who are incapable of actualy suggesting anything to improve this idea.

Don't just crap all over someone's idea because it doesn't match your opinion at first glance. That's being an arrogant turd.

Be. Nice.

- Joe

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Offline El Nino
09-07-2009, 01:52 PM,
#13
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Posts: 1,248
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Joined: Dec 2007

It seems to me that all of you fail to notice one giant diffrence in these weapons...

Hull damage per shot: 850
Shield damage per shot: 60

See it now? Shield damage is very low. That can be achieved by careful modding of the type devs don't like but it can be done. When you take that diminuative shield damage in to contest, these are true hull busters, and if nomads were to loose shields damn good for killing nomads and bellow average for everything else.

Guns themselves are nice, but how many guns do we even want? Why would one choose reapers instead of these, and why would one not choose these and fly reapers?

By introducing a slightly overpowered gun you make the old gun obsolete. Something that shouldn't happen.

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Offline johnpeter
09-07-2009, 04:50 PM,
#14
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Posts: 1,476
Threads: 51
Joined: Aug 2008

' Wrote:Problem with that? - without going into your stats there - It would be just that, a beam-ish weapon, it does not suffer from a low refire rate, and it would allow you to smack down fighters and bombers with incredible ease.
Aka those kinds of things that have to come in close, so the range decrease is moot.

The drain wouldn't even matter, because you'd just hold down the trigger for a coupla' seconds and if you aren't the really poorest shot the world's ever seen, you would end up hitting.


It's a weapon that comes with no risk, you've basically said it yourself.
You miss a "pulse", no problem.
And once you've hit, you stop. Like directly after blasting a fighter out of the sky.
No "shoot once and either hit, or waste a ton of energy".


Sure, if used against capital ships only, fine, but you just can't restrict the usage of a weapon against specific targets. You can't.
Hence why you'd see it used against other things than the intended capital ship targets, aka fighters and bombers.


Idea for cap beam weapons? Make the turrets turn slowly, so they can't effectively kill fighters?

Come on! Be free!
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Offline Lutz
09-07-2009, 05:56 PM,
#15
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Posts: 127
Threads: 16
Joined: May 2008

I like the idea very much. Since I would say these weapons get limited to Order| folks or only purchasable with full guard rep they could be nice. And yes I think the order should have better weapons than the other factions they fight (exept nomads). BHG are a guild not a group of scientists and ex militarys just some guys who got together to earn moneyx fast and with bountys. They should not beat the Order in technology i my opinoin. Sure I see you want to keep a balance here and I can understand that you dont want to give us some super uber weapons. But right now the normal order weapons are not really the best for our ships as tenacity already stated. Give them a high energy need and leave the other stats as they are.
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Offline Tenacity
09-07-2009, 06:39 PM,
#16
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Posts: 9,496
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Quote:Problem with that? - without going into your stats there - It would be just that, a beam-ish weapon, it does not suffer from a low refire rate, and it would allow you to smack down fighters and bombers with incredible ease.
Aka those kinds of things that have to come in close, so the range decrease is moot.

1000m/s Cruiser primaries have issues hitting even bombers, how exactly is a 700m/s weapon going to be taking them down with 'incredible ease'? How many fighters or bombers do you see being taken down by light mortars at 600m/s? Or even Cruiser Razors at 800m/s? None.



Another idea for the fighter weapons is to increase the projectile speed on nomad blasters up to 750m/s, with an appropriate change to damage to balance them. Order is the only faction permitted to use them (with a few bhg exceptions, and of course the nomads/wilde), and it'd give us a gun that can keep up with bhg buckshots.

I'd also like to see the 2x nomad cannon/blaster limit removed for Order ships =/

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Offline airage
09-07-2009, 10:03 PM,
#17
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Posts: 99
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Joined: Feb 2008

' Wrote:I'd also like to see the 2x nomad cannon/blaster limit removed for Order ships =/

Indeed. i think it would be logical in RP for Order to use as much as possible adapted nomad technology. After all, Order is the only faction "specialized" for suppressing nomads and destroying them.

/signed

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Blighter
09-07-2009, 11:59 PM,
#18
Unregistered
 

' Wrote:1000m/s Cruiser primaries have issues hitting even bombers, how exactly is a 700m/s weapon going to be taking them down with 'incredible ease'? How many fighters or bombers do you see being taken down by light mortars at 600m/s? Or even Cruiser Razors at 800m/s? None.

You're aware that certain people went as far as to Heavy Mortar Bombers, right? I've seen it done, hell I've done it.
Give people a beam variant of a Light Mortar or whatever with that there damage and they'll be doing that more often than you can imagine, sheesh.
With a "beam-ish" rate of fire, the whole fighter and bomber-gutting process'd be about a bajillion times easier.
You miss a shot? No problem, next is already a milimeter away from hitting maybe.
Miss an entire bursts? Still no problem, wait 'til the thing comes at you again and fire the beam.
Bomber flew past? Turn the gun around, wait for the next pass, fire the beam again.


I mean really, there's a frakkin' reason why BRazors don't have as much as a refire 1.00 in the first place.
A beam gun increases your chance to blast a bomber out of the sky from "once every whatevermany seconds" to "all the time".
See the problem?


EDIT:
' Wrote:Idea for cap beam weapons? Make the turrets turn slowly, so they can't effectively kill fighters?
Depends on how slowly they'd turn. If the beamgun kept the current turning speed of Cruiser Turrets, it'd be too much. If it was much slower? Maybe, no idea. Would need testing.
If the beam however was entirely anti-capital and like a replacement for a Forward Gun, there'd be not that much of a problem with it, considering the firing arcs of Forward Guns are really limited.
It would just add to the awesome shiny factor, I think, and that's kool.


Now as long as there's the theoretical option to... what, kit out a Neppy with 4 NBlasts, 2 Reapers and a Reaper turret aaand a MR for some really tasty heavy damage, I don't see why you'd need to buff up NBs.
They got lo lo loooow drain, a tasty 585 damage if I remember right, and just a "meh" speed.
As long as there's not some universal projectile speed buff, they're fine guns.
The 600 speed is heavily offset by the raw damage and really really low juice drain.
'Sides, just 'cause it's written somewhere that the Order and the BHG are the only ones permitted to use 'em outside Squid-land, that don't mean that' how it's done.
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Offline reavengitair
09-08-2009, 01:08 AM,
#19
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Posts: 3,399
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About time you posted this, this has been going on for ages:P

Either way, I would prefer that the nomad limit be removed instead of new weapons.

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Offline Tommeh
09-08-2009, 09:48 AM,
#20
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Posts: 1,596
Threads: 31
Joined: Jan 2009

hehe,yea he was modelling those guns for at least 2,3 months on black squadron forum before he found courage to post it here.
Those guns are good idea,pretty good,some maybe need some little twiks,but doesn't matter.
Order guns are pretty lame if you look it.Everyone has better ones.Corsairs have Tizonas and Colodas,Outcasts have Krakens and Wyrm types,BHG has buckshots,as I heard they are pretty good.
All that Order has good are Nomad blasters and cannons,and we can use only 2 of them :(

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