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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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New type of Anti-cap weapon?

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Pages (4): « Previous 1 2 3 4 Next »
New type of Anti-cap weapon?
Offline Tenacity
03-26-2009, 05:49 AM,
#21
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Posts: 9,496
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Joined: Apr 2008

Just a note, I would like to see more forward guns and even torpedo slots on capships. They could make the current cap missiles more anti-fighter (back to low damage, high speed, high tracking/turning, low energy), and add some capship-specific torpedoes that are used against other caps.

Forward guns and ion-cannon like things would be cool too.

[Image: Tenacity.gif]
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Offline Elsdragon
03-30-2009, 06:05 AM,
#22
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Posts: 2,741
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Joined: Mar 2009

What we need is a gun with 10k range 1k/sec speed, And only goes on caps,Give a nice "bombardment" style attack. Idea, isnt to be anti fighter though, so slow refire. Would add a new dimension to fights, With artillery ships

No longer a slave to the man!
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Offline Grimly
03-30-2009, 08:52 AM,
#23
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Posts: 1,059
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' Wrote:What we need is a gun with 10k range 1k/sec speed, And only goes on caps,Give a nice "bombardment" style attack. Idea, isnt to be anti fighter though, so slow refire. Would add a new dimension to fights, With artillery ships

Primary turrets ?

For anti caps, there is all we need. Missiles, mortars, pulses, primary and secondary. (Try to kill my council BS, you will see they are more than enough)

' Wrote:I think what we need right now, are -turbo lasers-, and not the relatively useless -solaris-.

I do agree here ... Yesterday, I was fighting LNS-Thunderbolt, I only used straffe to dodge his fire while I was no more than 400m to him ... I don't even fear any warship now in my bombers. Only big toys they can't hit you.

[Image: signature2b.png]
Taking what's yours since 816 A.S.
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Offline X-Lancer
04-01-2009, 01:59 AM,
#24
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Posts: 1,173
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Joined: Jan 2007

' Wrote:Primary turrets ?

For anti caps, there is all we need. Missiles, mortars, pulses, primary and secondary. (Try to kill my council BS, you will see they are more than enough)
I do agree here ... Yesterday, I was fighting LNS-Thunderbolt, I only used straffe to dodge his fire while I was no more than 400m to him ... I don't even fear any warship now in my bombers. Only big toys they can't hit you.


try stay at 400m when enemy has mulitply flaks..or Solaris....
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Guest
04-01-2009, 02:23 AM,
#25
Unregistered
 

Flaks use up too much energy imo, you can use Missiles and Mortars more than you can flaks.

Hows about.... Take a Mine Launcher, the mine it launches being basically a blue translucent shell that covers the entire ship (for Battleships). Itd basically be an emergency shield. 50k hp, 5 second life time, 15-30 second cooldown.
And on the subject of anti-cap weapons..... Something that IGNORES shields perhaps?
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Offline Rpgdudester
04-01-2009, 02:00 PM,
#26
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Posts: 58
Threads: 6
Joined: Mar 2008

every time I hear rail gun, I think back to C&C Tiberium Sun, with the Ghost and the Mammoth MK2 which both had a rail gun, but it was more a particle gun than a missle, though, it would be fun to use for battleships to be using a laser based or particle based gun.

My .02 during a server crash:P

Josh
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Offline ophidian
04-02-2009, 01:22 PM,
#27
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Posts: 1,421
Threads: 68
Joined: Jan 2009

Anyone remembers the Tie Fighter Mag Pulse torpedo from Tie Fighter Defender of the Empire pack?

Basicly, disables all weapons and controls for a small period, that would be an interesting weapon I guess. Only an idea.

Also, another weapon makes your nav comp mad and makes your ship move without your will at random would be interesting too.

Just some ideas.


We can also have an artillery type of ship / weapon. I am not talking about putting HM on BS. Making the ship FULL artillery. Like an artillery.

It has to be protected SERIOUSLY due to low hull and shield cap and it has a SERIOUS damage capacity and a very high range (like 4K or 3 K maybe)

I also think of spread mines for escaping ships. Like the callitrops (I hope i wrote this correct) that ninjas use when running away. Spreading several projectiles behind, like 10-20, all exploding at 200 - 300 m distance, making the pursuer to break off and re engage, giving the escaping ship time to get away. Good smuggler "solution" perhaps.

Also, not a weapon but can be a weapon slot item. Putting a "device" to the torpedo or mine mount, giving ship some extra speed for a brief moment of time, while in return, uses the energy of weapons and shields. Like a boost device or something.

Only ideas, don't bash me:P

[Image: rand-back.png]
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Offline Weedalot
04-02-2009, 01:24 PM,
#28
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Posts: 2,364
Threads: 38
Joined: Oct 2008

' Wrote:Primary turrets ?

For anti caps, there is all we need. Missiles, mortars, pulses, primary and secondary. (Try to kill my council BS, you will see they are more than enough)
I do agree here ... Yesterday, I was fighting LNS-Thunderbolt, I only used straffe to dodge his fire while I was no more than 400m to him ... I don't even fear any warship now in my bombers. Only big toys they can't hit you.
i like how he pilots a bomber , grimly you are good pilot you strafe well.

♠ Because we can ♠
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Offline Scrapmetalsinner
04-02-2009, 01:38 PM,
#29
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Posts: 29
Threads: 0
Joined: Mar 2009

Grimly is awesome, if i only had a G15 keyboard i could strafe just like him. In perfect circles with little effort.
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Offline darthbeck
04-03-2009, 04:58 AM,
#30
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Posts: 2,457
Threads: 112
Joined: Jan 2009

' Wrote:Anyone remembers the Tie Fighter Mag Pulse torpedo from Tie Fighter Defender of the Empire pack?

Basicly, disables all weapons and controls for a small period, that would be an interesting weapon I guess. Only an idea.

its called an paralyzer missile. but it only disables guns and drains power

' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
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