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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Battleship Shock Ray?

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Battleship Shock Ray?
Offline Savi
09-21-2013, 10:36 AM,
#31
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Posts: 290
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Joined: Sep 2011

just tested the shock rays on cruisers. They need 4 secconds refire rate to make em effective and a slightly faster turret turn rate. As it is now, cruiser solarises are a MUCH better option for antisnub while keeping the ability to kill enemy caps with cerberus.

Last raid of Discovery 4.86
Bowex S-Convoy
LSC vs Geb
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Offline Scumbag
09-21-2013, 10:40 AM, (This post was last modified: 09-21-2013, 10:45 AM by Scumbag.)
#32
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Posts: 1,010
Threads: 82
Joined: Dec 2011

I say you use the beam effect for fixed forward cannons, but you need to make a beam a little thicker. It will look cooler and it will help with the aiming (i think).

Oh and in the case of the liberty cruiser make it really thick, as big as the circles around the forward cannon.

Like this lol

[Image: i4h0ll.gif]
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Offline Garuda
09-21-2013, 01:21 PM,
#33
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Posts: 692
Threads: 57
Joined: May 2009

http://i969.photobucket.com/albums/ae172...0826b4.jpg

Just set the force_ori to false by the Zapper Turrets, don't look like a light show now.
About the Cruiser Shock Ray gun, just doubled the turn rate to 40, a bit faster and still difficult to hit something. Dunno about the rest, maybe do the same with the other shock rays. Double the turn rate, or at last 3/4 more of the original turn rate.
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Offline Trogdor
09-21-2013, 01:28 PM,
#34
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Posts: 1,236
Threads: 64
Joined: Feb 2009

(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.
I really want to like these guns but... why in the world would you put an anti-fighter weapon in a precious heavy slot when there are light-slot weapons that can fill this role better? :B

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
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Offline Durandal
09-21-2013, 03:37 PM,
#35
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Posts: 5,106
Threads: 264
Joined: Apr 2009

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.

Edit: Right so the reason force ori needs to be on is so that the projectiles don't unsnap from the visible beam's path, causing it to look and function strange upon impact. The projectile speed also needs to be super high for the beam to be believable, because again, you'd have shots veering off the course of the beam effect.

The reason it looks right here is because you've upped the turn rate on the guns, but if you haven't figured it out already a high turn rate weapon with 2600 projectile speed will kind of turn out to be massively OP.
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Offline Garuda
09-21-2013, 03:52 PM,
#36
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Posts: 692
Threads: 57
Joined: May 2009

I guess, the force ori is not necessary, but something else. The question, what is the beam weapon really? For me, it looks like there is only a projectile hidden in this beam effect.
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Offline Durandal
09-21-2013, 04:00 PM,
#37
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Posts: 5,106
Threads: 264
Joined: Apr 2009

It's a muzzleflash. The effect itself is the muzzleflash of a weapon which conveniently moves with the barrel, giving the beam appearance. Anyway read the edit of my above post, force ori is necessary for visual and balance reasons.
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Offline Mephistoles
09-21-2013, 04:26 PM,
#38
Gas Miners Guild
Posts: 2,358
Threads: 92
Joined: Jun 2013

force_ori may be necessary for the "beam" effect to work, but having it on makes the weapons unintuitive and function poorly. The idea was good and I have no problem with giving it a shot, but now it's been tried, it doesn't work well. I think the dev team should just call it a loss and get rid. Win some, lose some.

The idea was good, but Freelancer just really doesn't have the features for beam weapons.

Sigma & GMG Discord Chat: https://discord.gg/d4j3W4v

[Image: stDvDRX.jpg]
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Offline Durandal
09-21-2013, 04:48 PM,
#39
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Posts: 5,106
Threads: 264
Joined: Apr 2009

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.
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Offline Govedo13
09-21-2013, 04:51 PM, (This post was last modified: 09-21-2013, 04:51 PM by Govedo13.)
#40
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Posts: 4,663
Threads: 97
Joined: Jul 2009

This should work as burst slow refire heavy damage anti cap guns not on anti snub guns.
Now the chances to Cerb/LM snubs are highter then hitting them with the anti-snub gun.

The solution is to bring back Battle Razors on Medium BS slots with 60/30 K stats and 1800 speed on 1200 range with a bit better DPE then 4.86
Same story for the cruisers- old 4.86 DPS stats 1200 speed 1000 range DPE as you see fit.
GB zappers could be tweaked/modified and left ingame I guess.

€œ
(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.)

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