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  Discovery Gaming Community Discovery General News and Announcements
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Development Notice: Hellfire Rocket Pods

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Development Notice: Hellfire Rocket Pods
Offline Alley
12-30-2015, 12:50 PM,
#41
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(12-30-2015, 12:39 PM)Yber Wrote: This burst damage is not okay. Bombers should have a limit to how many hellfires they can mount.

The amount will be adjusted. However I'm curious, when you talk about burst damage itself, what is difference prior to before, except that you have more ammo? Are you talking about the overall damage, or the damage at time T?

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Offline Antonio
12-30-2015, 12:54 PM,
#42
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Overall damage. Try adding some power usage so you can't shoot all of them at once.

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Offline Connor
12-30-2015, 12:55 PM,
#43
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Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

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Offline jammi
12-30-2015, 01:00 PM,
#44
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(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Novas should work on the same principle then? Accommodations have to be made for combat balance I guess.
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Offline Swallow
12-30-2015, 01:10 PM,
#45
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FL balance > common sense / physics.
Just to please as many players as possible.

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Offline Unlucky_Soul
12-30-2015, 01:48 PM,
#46
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(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Rockets = Missles

Cap missles should also not use any energy if this logic is applied. Sadly this is not the case Big Grin

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Offline FallenKnight
12-30-2015, 02:30 PM,
#47
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(12-30-2015, 01:48 PM)Unlucky_Soul Wrote: Cap missles should also not use any energy if this logic is applied
+1
Cap missiles are already nerfed as being ammo based, while the energy drain to fire one is same (considering how they were before being ammo based). So either make them limitless - but to remain with their ridiculous drain or limited - only as ammo based and no drain at all.

Not to mention BB missles are ineffective due to Flaks, CM and are quite slow on top of being "friend killers". Hope devs have a lot in store for them.

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Offline Haste
12-30-2015, 03:28 PM,
#48
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Anyone who's ever looked at hellfire torpedoes' stats would've probably concluded that making them four times more sustainable would make them rather potent. I mean, a 4-hellfire bomber deals similar DPS to a light battleship for as long as it has ammo.

Maybe splitting bomber weapons into "regular" and "heavy" slots similarly to most caps and fighters could solve the issue and allow for some more variety in gun designs.

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Offline Cheetah
12-30-2015, 04:17 PM, (This post was last modified: 12-30-2015, 04:29 PM by Cheetah.)
#49
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(12-30-2015, 01:00 PM)jammi Wrote:
(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Novas should work on the same principle then? Accommodations have to be made for combat balance I guess.

Hellfires have a pre-manufactured, built-in chemical (but still powerful) explosive charge. That's why they don't use energy — chemicals are used as propellant and as payload. No need for energy.

Nova torpedoes are different. They use antimatter, and antimatter is unstable, decaying stuff. It has to be produced in-situ, because you can't store antimatter for days or even years. Nova Launcher produces antimatter from bomber's energy, then pumps it into warhead and fires the torpedo. That's why Novas use energy, and a lot of it. Same goes for capship weaponry.

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Offline Connor
12-30-2015, 04:18 PM,
#50
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(12-30-2015, 01:48 PM)Unlucky_Soul Wrote:
(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Rockets = Missles

Cap missles should also not use any energy if this logic is applied. Sadly this is not the case Big Grin

Rockets do not = equal missiles because rockets are unguided whilst missiles are (:

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