(09-21-2013, 04:48 PM)Durandal Wrote: Nah, they work fine as singular anti cap weapons. No need to overreact and say something doesn't work when you haven't seen it used properly.
They aren't suitable in any way shape or form as anti snub weapons, doesn't mean they're useless though.
Who are you to say I have or have not seen an ingame item available to all "used properly?"
(09-21-2013, 04:21 AM)AeternusDoleo Wrote: The heavy lasers have only one real intent: Blasting fighters in a single salvo.
The heavy laser is the heavy variant of the anti-fighter capital weaponry, basically. Cerbs give you more slugging power. Missiles and mortars give you artillery capability. Heavy laser is meant to make your cap the bane of any enemy fighters around.
I really doubt it because it is technically impossible.
For the time when one goes out of the TS/Zoom Mode in order to get in first person mode and line up the snub the fighter/bomber would be already out of the possible gun hit barrel position.
It is similar thing with let say Liberty cruiser siege cannon shooting dodging snubs.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
(09-21-2013, 06:28 PM)glassofwater Wrote: I see a lot of Q_Q in this thread. Let's all just be happy the devs took so much time to make this update for us.
There is no Q_Q, and beam weapons work as a single weapon just fine, if you double the turn rate of the turret, that would fix at least the problem with the shock ray guns.
About the Zapper, buff stats turn it into a kind of Anti-Snub BS Primary.
Edit: Yes, the force_ori is necessary. Invisible shots ftw! (Tried it on my own.)
And yeah Tal, NPCs handle weapons differently... unfortunately for us we aren't human targeting computers who can pick an exact 3d point in space to send a shot to.
(09-21-2013, 03:37 PM)Durandal Wrote: Force ori needs to be on for FL beam weapons, though I can't remember why off the top of my head. With that in mind they only really work as anti cap weapons mounted on heavy slots, and certainly not in large numbers like the zappers which fire in all directions and drain your core.
If they're anti-cap weapons they need to have a much longer range than 1500m and they need to do much more than 140k / 12s = 11.6k damage per second per turret.
No enemy cap in its right mind is going to let a battleship get within 1500m. If you were using cerbs and got within 1500m, you would land every shot and be doing 45k dps per turret.
A cruiser is going to have at least 1mil hp before shield/bots/bats. That means that even if the cruiser was stupid enough to stay within 1500m of you, had no shield (therefore no shots absorbed by the shield coming back online) and no regens, and you were able to land every shot every time the gun was ready to fire, it would take you 48 seconds to kill it if you had 2 shock rays. Whereas if those were 2 cerbs, it would take 11 seconds.
What if the guns can also do what their name suggests? "freeze" a ship. either slow it down kinda like a CD but for a longer time (maybe stop its thruster from powering) or maybe draining a power core.
well the general idea of this ray is not new and i am glad its in freelancer now but in my opinion only cap ship and bases should have get them as a main weapon like they had it in freespace 2