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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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This may sound stupid

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This may sound stupid
Offline Angel
12-08-2005, 06:33 AM,
#11
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Chainguns arn't meant to be 100% accurate there about a 50/50 chance of hitting, you al know these are Support guns right?? like you use 1 maybe 2 to support more accurate more lethal guns?


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Offline Igiss
12-08-2005, 08:33 AM,
#12
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Agreed, I'll make chainguns stronger.

About 5.88, did Titus decieve me? I'll make some calculations on this. As for RH vulnerability, it should be due to your shield type. Rheinland weapons are probably especially effective against the freighter shield.
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Offline Angel
12-08-2005, 05:32 PM,
#13
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*sigh* i guess im just talking to myself here, you make Chain guns stronger and your going to have Super Marsflyers AGAIN

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Offline Dab
12-08-2005, 06:34 PM,
#14
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I'm not saying the Marsflyer guns but the other guns. The ones you can buy at bases are too weak. The solaris and Wildfire chains need to the change the most, as they are the most used chainguns.

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Offline daedalus
12-08-2005, 08:08 PM,
#15
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Dab,Dec 8 2005, 06:34 PM Wrote:The ones you can buy at bases are too weak. The solaris and Wildfire chains need to the change the most, as they are the most used chainguns.
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I've tested the Purple Goddess chain gun and I think it's about right. Nice gun. The only thing I don't like is that it does as much shield damage as hull damage which is unusual for freelancer, and it seems to be a bit too widely available.

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Offline Titus
12-08-2005, 08:25 PM,
#16
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Quote:About 5.88, did Titus decieve me? I'll make some calculations on this. As for RH vulnerability, it should be due to your shield type. Rheinland weapons are probably especially effective against the freighter shield.
Hmm, they were too weak and now they are too strong. Well, i agree about the hessian lasers, i got blown in discovery 4.77 in omega 5 while flying a stilletto by hessains extremely many times. Actually, i couldn't take jobs, because it was too hard. Well, it's true i had a positron shield and stilletto has poor agility. I looked at the stealthblade mk1 in weapon equip .ini , and it has 110 damage per shot. Multiplied by 5.88 it's 646.8 dmg. It is a bit too much. It's a level 6 weapon, it has great range and speed. Hm.. level 6 neutron weapons, ordinary ones (Kusari- scrambler 2 for example) has 131 dmg and 4 refiere rate, which means 520 damage pers second, but its speed and range aren't that powrful. Well, i kinda mistaken, thinking that range and speed aren't that important. Well, it looks like a bit exagerated damage at a great speed and range, consuming respectably much power with a great refire rate (5.88 hits per second) = a lethal weapon :P :$ . (Tzunami now you see range and speed are VERY important and now i see this too) . The hornviper mk2 does 290*5.88 = 1705 damage per second! :crazy: :crazy: I just don't get it The wyrm type 2 deals 1975 damage per second at same range and speed. I think the thing here is refire rate. I DO NOT suggest lowering the refire rate, just the damage, let's say by 20% at rh weapons and at all others returning almost at their original damages (hessians , gaians, GC, ).
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Offline Firebird
12-08-2005, 08:31 PM,
#17
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I agree with daedalus, I found the eco strong enough for its level and the purple goddess about right. Wildfire chain seemed okay.

With all this discussion, guess we should take a closer look at damage/s numbers for the chainguns in comparison to guns of the same level. Last I checked, the purple goddess numbers were in the ballpark of the codename guns. Could be people are expecting the wildfire to be a high-end level 8 when it's actually a low-end :unsure:

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Offline Wolfpack98
12-08-2005, 08:40 PM,
#18
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I'm working from the turrets here, but here goes.

Chaingun Solar Turrets are Level 10 weaps. Should be in the ballpark of codenames, no?

Well, I haven't tested them throughly enough, but I can say this. Purple Goddess doesn't do damage SH*T against ships like Nomads with no shields. Sure, it'll take out anything that resembles a regular craft. but nomads? minor damage, and the targeting/hit ratio sucks.

Wildfire? pretty low-powered. Had it on my train and it'd take forever just to take out a Corsair. ROgues? Even worse, since they move around.

I'm gonna try the solars on the cruiser of mine again, see if I can figure out if they're actually powerful or overpowered.

Oh, yeah.. is the Marsflyer at Cadiz Base in Omega 5, or am I being deceived again?

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Offline Dab
12-08-2005, 10:26 PM, (This post was last modified: 12-08-2005, 10:49 PM by Korrd.)
#19
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The solaris power levels are 2,000*33.33= 66,000 when BS guns only do 30,000 - 36,000 power per second. So the solaris usues twice the power of a Battleship turret.

My Huegenot fired 14 Solaris turrets and 2 Solaris guns and only lasted for 4 seconds. Also the nomad that i hit only lost 1/4 of its hull. Solaris should be able to take it down in 4 seconds where the BS gun can in 3. But the power levels stop it from even hurting it before the power runs out. Right now the gun is useless.

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Offline Fire_Tzunami
12-09-2005, 06:47 PM,
#20
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I think the problem isn't that guns/turrets consume too much energy, i think that ships are too poor with the power output, that's the problem from light fighters to BS.

Too little power!!!!!!!!! :nono: :wacko:

I already presented the philosophy with the bs turrets and power outputs!

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