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Capship Weapons Project

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Capship Weapons Project
Offline Korrd
10-06-2007, 06:08 PM, (This post was last modified: 10-06-2007, 06:08 PM by Korrd.)
#11
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Gunboat are fine at the moment. The GB are the only balanced ships in the mod, excluding the fighters and all the non-military ships.

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Offline bluntpencil2001
10-06-2007, 06:21 PM,
#12
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Posts: 5,088
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Joined: May 2007

Some people would argue otherwise.

The Rogue GB is utterly broken, and the Corsair GB is better than all the others.

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Offline Panzer
10-06-2007, 06:36 PM, (This post was last modified: 10-26-2007, 10:29 AM by Panzer.)
#13
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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.

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Offline Smiley_
10-06-2007, 06:37 PM,
#14
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Posts: 105
Threads: 1
Joined: Aug 2007

I agree that the gunboats are fine. They are supposed to be support units, and they fit that role perfectly

But this is not about capships! Not at all! This is about weapons and suggestions to add to their variety!


I still need to fish out the exact statistics for house cruiser/destroyer and gunboat turrets.

Maybe cruiser turret refire rate can be made to be between gunboat and battleship speed.
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Offline Unseelie
10-06-2007, 07:55 PM,
#15
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Posts: 4,256
Threads: 235
Joined: Nov 2006

ok....neither of the 'codenames' that you people have suggested are actual codenames.

I'm talking about guns with capslock names that you can only get off of wrecks...

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Offline Smiley_
10-06-2007, 08:13 PM,
#16
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Posts: 105
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Joined: Aug 2007

I understand, like:

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.
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Offline Unseelie
10-06-2007, 10:49 PM,
#17
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Posts: 4,256
Threads: 235
Joined: Nov 2006

well, virus was kind engough to give me the Rheinland Battleship Turret.

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




about the turret....have you ever tried to loot that train in omega 5?
if you cant mount it, you can't tractor it.

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Offline Unseelie
10-08-2007, 03:04 PM,
#18
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Posts: 4,256
Threads: 235
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' 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...

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Offline weylin
10-26-2007, 06:46 AM,
#19
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Posts: 243
Threads: 43
Joined: Dec 2006

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?

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Offline Panzer
10-26-2007, 10:33 AM,
#20
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

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.

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