Odd. Why do pulse weapons do more shield and almost no hull then? It strikes me as it'd do what you have it set as, instead of just halving the damage.
I haven't touched an ini file for a while, but I think it's something else.
If I were making a battleship, I'd fill every empty space with fast-firing long range projectile rail guns that took minimal power to fling at high speeds, and they'd be big things as well. Basically like the Battlestar Galactica. But this isn't real life so it'd be limited on how much damage it did. But if it were real life... it'd destroy anything that got in its way. *Grins*
But that's just a fantasy. But I do believe that these two new weapons are bringing a more real life weapon idea to Freelancer. I hope that these will give an increased danger when challenging a cruiser, and give that class a unique advantage in long range bombardment that it should have had from the beginning.
[17:45:39] Wolfs Ghost (Murphy): Tom, you have problems. Go kill yourself.
[19:25:12] Johnny (Jam): Tomtom, I will beat you with a spoon.
[14:22:56] Prarabdh Thakur: KILL HIM WITH A SHEEP.
[17:40:48] Eagle (Junes): Tom should be slapped with a spoon.
[11:32:18] Warspite: Thank you for being so awesome Tom. <3
[18:17:36] Metano: I love you tomtom
[20:06:24] Warspite: I will seriously give you epic head.
' Wrote:Edit: also, Tomtomrawr, fappin' like a boss.
' Wrote:Odd. Why do pulse weapons do more shield and almost no hull then? It strikes me as it'd do what you have it set as, instead of just halving the damage.
I haven't touched an ini file for a while, but I think it's something else.
Weapons have 2 damage types, hull and energy.
The hull damage number will do 100% damage to hull and 50% damage to shields as per constants.ini
Energy damage damages the weapon energy reserve of target when their shields are down.
Energy damage also determines the shield damage when set to higher than 50% of the hull damage.
' Wrote:I love the rail gun weapon.. But I dont see any use for the ballistic missile I think they need to faster to chase bombers and gunboats....
At 210m/sec, they are rather fast, and can beat a fighters Thruster. However, their turning is rather slow. Yes, if a bomber or gunboat can dodge, it will miss. However, if an unwitting Gunboat thinks it's a disruptor, or a missile from an enemy fighter, they may be in for a surprise.
The weapon serves as a cost-effective way to fight other capital ships. Less energy useage for a comparable amount of damage. You don't lose as much if your shots miss, but it gives you your long range support as it should.
Also:
@Malcolm
Quote:We can get around that.
There's a value in the global ini files specifying what the minimum percent of hull damage is applied as shield damage, currently set at .5
if you look at most weapons, they say "shield damage = 0" or something like that
however, we can make it more- as with pulse weapons
we can ALSO make it less, by manipulating weapon types