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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Why no snipers?

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Why no snipers?
Offline lIceColon
07-03-2013, 05:08 PM,
#1
Member
Posts: 878
Threads: 89
Joined: Feb 2013

snipers? eg. a turret/gun that has 5k long range, high damage to low armored ships and/or equipment, high projectile speed, high power consumption that requires shield and thruster deactivation, and depletes the power core after one shot, very low refire rates etc.

I'm sure this idea has been brought up- and an example of implementation of snipers in space games would be miner wars- but why no snipers yet?

No atmosphere? GTFO.
The propeller is the greatest invention of all time.
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Offline Haste
07-03-2013, 05:15 PM,
#2
Lead Developer
Posts: 3,574
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Joined: May 2012
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The answer to this question is, probably: the devs do not have infinite time, nor do they want to bloat up the mod. Surely anyone can name a billion ship classes from different games that would be awesome. However, have fun modelling, hitboxing, creating the guns, projectiles, effects.. And balancing it all so they're competitive with existing ship types, but still useful.

[Image: cdSeFev.png]
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Offline Jack_Henderson
07-03-2013, 05:49 PM,
#3
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Posts: 6,103
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Joined: Nov 2010

Disco combat is too fast. Even BS have no problem turning out of the path of shots.
No chance to hit pretty much anything from far distances.

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Online Lythrilux
07-03-2013, 05:58 PM,
#4
Edgy Worlds
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Give SNAC 999999999999999999999M/S and that might work, maybe.

[Image: Lythrilux.gif]
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Spike Seadra
07-03-2013, 06:01 PM,
#5
Unregistered
 

(07-03-2013, 05:58 PM)Lythrilux Wrote: Give SNAC 999999999999999999999M/S and that might work, maybe.

Zhe flood ?
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Online Lythrilux
07-03-2013, 06:10 PM,
#6
Edgy Worlds
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That was a serious point. I just used that number because it was a large example. I don't have an in-depth knowledge on the physics.

[Image: Lythrilux.gif]
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Spike Seadra
07-03-2013, 06:47 PM,
#7
Unregistered
 

How about increasing projectile speed of Code guns ?
Civlians don't have any good guns, except for code guns which also suck and slow than faction guns.
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Offline Hone
07-03-2013, 10:42 PM,
#8
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I agree with OP and 2P

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Offline Haste
07-03-2013, 10:55 PM,
#9
Lead Developer
Posts: 3,574
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(07-03-2013, 06:47 PM)Spike Seadra Wrote: How about increasing projectile speed of Code guns ?
Civlians don't have any good guns, except for code guns which also suck and slow than faction guns.

And thereby make faction guns useless. Nope.

Code guns are already very good. They trade speed / refire rate for sheer damage output and often efficiency too (have a look at Excaliburs).

Not all of them are worth using, but the top tier ones are by no means inferior to class niners.

[Image: cdSeFev.png]
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Offline Sheaim
07-03-2013, 11:48 PM,
#10
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Posts: 83
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Joined: Jul 2013

They could add a new, beam - type weapons. They would have near - infinite projectile speed, long range and huge hull damage, but virtually no shield damage, unbelievable refire rate and huge energy usage.
Proposal for such a gun (just an idea):

"Scorcher" Neutrinum Cannon [class 10 fighter gun]
Hull damage: 12000/round
Energy damage: 10/round
Refire rate: 0.1/sec
Power usage: 600/round
Damage type: Neutrinium (reduced damage to all shields)
Speed: 150000 m/sec
Travel range: 1500m
Lifetime: 0.001 sec


Something like that. Respectively lower damage and range for lower - class guns. This could allow some really interesting long range fighter - to - fighter fights, and, since it outranges nearly all other weapons in the game would make even light fighter viable against gunship - class ships... If you can take their shields out first.

Just a wild idea, first thing that came to mind...
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