(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
Depends... I know one xeno, who can do miracles with it. ( Doom as the Prospector) The Rogue GB is smallest by far and can dodge shots no worse than a fighter. The Corsair one on the contrary is too big - outsizes the Kusari destroyer even.
Imo - gunboats are indeed balanced in their class, but vulnerable to fighters. 2 reasonably-flying VHFs take a GB down without major problems.
Cruisers... Imo - they're okay too. 3 skillfully flown fighteers can take a cruiser down, but any fewer go down sooner or later with aminor effect on the cruiser. 1 on 1 CAs don't stand a chance against a battleship. The way it should be.
Codie and find-only turrets for capships? Interesting idea. If it is to work however - there'll have to be quite a few capship wrecks floating around (some Yanagi pocket wrecks, the Osiris in omi100 and the Namura - omi 85 could be used) and the stats of these turrets would have to be balanced enough for thei users to have an alternative between regular, buyable turrrets and rare, unbuyable codies. A ratio like with the fighter guns now would be best. Not everyone is using codies, some prefer nomads, some feel good enough with lv 9s.
Battleship PROMETHEUS cannons, big red blasts of energy going at standard speed, lots of damage taking up, oh say, 6 times as much energy as a primary cannon. Energy efficiency should be terrible.
Perhaps the projectile would be the same as a rheinland gunboat's forward cannon's, only red.
Speed would be the same 3.03 that it originally was.
The problem is putting them on wrecks. They need to take up immense ammounts of space when unequipped so fighters can't carry them off and pawn them for millions.
Of course, that means making Gunboat and Cruiser models too.
' Wrote:Refire-Rate: 2.00 Shots per second
Power-Usage: 11,000.00
Projectile-Speed: 1,222
Needed Hardpoint: hp_turret_special_10
Range: 2,102
Hull-Damage: 1,800
Shield-Damage: 900
' Wrote:It would be nice for each house to have their own "style" of weapon systems.
Liberty - Balanced across the board.
Bretonia - Longer range - less damage.
Kusari - Higher speed - shorter range.
Rheinland - Lower ROF - higher damage.
so, sticking to this weapon, and this theme, I propose guns that:
Refire-Rate: 2.00 Shots per second
Power-Usage: 12789.7
Projectile-Speed: 1,222
Needed Hardpoint: hp_turret_special_10
Range: 2,444
Hull-Damage: 1,800
Shield-Damage: 900
a .16* increase in both drain and range,
Refire-Rate: 2.00 Shots per second
Power-Usage: 11,000.00
Projectile-Speed: 1,222
Needed Hardpoint: hp_turret_special_10
Range: 1681
Hull-Damage: 1080
Shield-Damage: 2160
reverse, shield and hull damage, and increase both by .2*
decrease range by .2*
these both seem a bit wrong to me....but, I'm not sure how....if anyone knows something about balancing weapons...I'd love to know...otherwise, I'm trying to make my own algorithm...
I suppose cerberus can be considered code names for capships, but the reson they use so much energy is...well you wouldnt put all codenames on your fighter would you?
Energy usage... Its size isn't the main problem - its efficiency IS.
Fighter codenames have an average efficiency of about 5. (Damage per second/energy per second) Capship weapons... (merciful silence) Battleship Cerberus goes at around 2.