The heavy lasers have only one real intent: Blasting fighters in a single salvo. It will take some skill to aim them correctly, but if you can line them up with a fighter, two blasts of them will tear apart any bomber or fighter. One, if there's no shield. Keep in mind, the projectile speed has been raised, with just over half a second for the projectile to traverse it's entire path. That does not give an incoming fighter much chance to dodge.
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. But you do need proper aim with these - these lasers do NOT handle like any other weaponry that has been available in Disco. Turreted weapons with force_ori set haven't been available. It forces you to wait for the barrel to line up with the enemy craft before you fire.
As for the names... I'm responsible for those. My creativity ran a little low after also making names for all the house capital weapons. Not attached to them, if someone has a better suggestion the infocard can be updated/overwritten. Same with the Zapper.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
To me the only real intention of this gun is to nerf battle razors. BRs can become extremely OP with just one simple tactic: Hotkey them with your primaries/cerbs group (cruisers), or secondaries (BSes) and fire them at point-blank range.
Compared to BRs, the shock rays have:
1. Nerfed arcs due to force_ori being set
2. Nerfed turret rotation speed, combined with No.1, it's useless at point-blank range
3. Inability to hotkey with other weapon groups, no more synced speed
4. Nerfed refire / DPS
5. Buffed damage. This is arguable since cruiser's BRs got added damage from their prims/cerbs group and BS' BRs always instakill all snubs anyway.
6. Buffed speed. Maximum effective range increased noticeably but considering how No.2 also increased minimum effective range considerably, the area in which this weapon can effectively hit might be lower
Replacing BRs with this makes it even more obvious that a nerf is intended, when a new weapon can simply gets "added" like the zappers.
I like the idea of this weapon system, though I myself have had issues using it correctly. As for names you could rename the "Zapper" to "Star Javelin/arrow" for the "Shock Ray" as "Star Lance/Spear"
(09-21-2013, 04:21 AM)AeternusDoleo Wrote: The heavy lasers have only one real intent: Blasting fighters in a single salvo. It will take some skill to aim them correctly, but if you can line them up with a fighter, two blasts of them will tear apart any bomber or fighter. One, if there's no shield. Keep in mind, the projectile speed has been raised, with just over half a second for the projectile to traverse it's entire path. That does not give an incoming fighter much chance to dodge.
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. But you do need proper aim with these - these lasers do NOT handle like any other weaponry that has been available in Disco. Turreted weapons with force_ori set haven't been available. It forces you to wait for the barrel to line up with the enemy craft before you fire.
As for the names... I'm responsible for those. My creativity ran a little low after also making names for all the house capital weapons. Not attached to them, if someone has a better suggestion the infocard can be updated/overwritten. Same with the Zapper.
What? Seriously?
Sniping snubs WITH THAT?!
With 10 degrees/sec turn of turret?
With firing right where gun points?
Make video where you kill dodging snub with that, I doubt you will do that.
How one line up barrel that he cannot see at all since TS and small Zoom is must if you want not to be cheap blue msg?
(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.)
shock ray won't work basically because aiming at crosshair you will hit nothing. Shock ray turret will only be able to keep up with fighters at around 500+m and that's too much to hit anything. First I tought it's an anti GB and anti Cruiser weapon but I found out that the DPS is way too low to outmatch the spray and pray of the seccondaries.
Anyway, now that we can test stuff I will test the shock rays on the liberty siege cruisers and other fast turning ships that you dont need to TS and have a very good turret placement. On the GRN cruiser you will NEVER be able to use mortars/shock rays properly because the heavy turret mounts are way off the center of the ship with crap arcs.
I am sorry for putting it so harsh, but Shock Rays are failure of those who developed them. As well as Zappers. These guns can barely hit standing on one place cruiser. You have to turn not the turret, but ship itself to hit something with them. And considering that they're meant to be anti small crafts, I can not even imagine what do you have to do to make them work.
And also, they're shooting when they're active. Like someone pressed "Fire Forward" button. So on, let's say, carrier that have around 20 secondary turrets they will all shoot, just in front of themselfs... Even if target in exactly oposite dirrection. So even if one of them hit the target once, do you imagine how much energy battleship will be loosing to deal that small damage?
If the point of those turrets was to nerf cap ship abilities, then, "honorable" dev and balance team, you have to do the same to other turrets. If no, however, then just return old razors, because they're perfectly balanced against other ships.