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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Primary, Secondary, Tertiary capship turret discussion

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Pages (3): « Previous 1 2 3 Next »
Primary, Secondary, Tertiary capship turret discussion
Offline Spacewolf
06-12-2007, 10:45 PM,
#11
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Posts: 371
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Joined: Nov 2006

for anti matter cannons the dmages sould be put up the range be put up but the speen being put WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY down
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Offline Eppy
06-12-2007, 10:47 PM,
#12
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Posts: 3,865
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This man is insane. If we drop the speed of the antimatter guns anymore they'll turn into unguided torpedoes. Do you know how hard it is to hit anything with an unguided rock thrown by something with the turning radius literally the size of a planet?

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Offline Panzer
06-12-2007, 11:25 PM,
#13
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Posts: 3,092
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Well, for some time I've been trying to get Starlancer-like torpedoes into FL. Hard-hitting, barely turning, requiring expensive ammo and slow enough for fighters to be able to shot it down. Physically possible in FL,

I mean, what happened to sunslayers? Did they really lose their jobs as cap killers in favour of the ammoless nova?

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Offline Ascendancy
06-13-2007, 12:19 AM,
#14
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Joined: Jan 2007

Well in the case of torpedoes, I think that the technology over thirty years or so would make them a wee bit more advanced (i.e., more damage, maybe a slightly better turn rate, better range). Right now they've become useless if you can land on a base that has a Nova Cannon or Mini Razor...perhaps maybe one day, the Sunslayer will live up to its name again?

As for the Primary, Secondary, and Tertiary capital ship turret idea, I'm fully in favour of it.

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Offline Gaians
06-13-2007, 12:35 AM,
#15
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Joined: Jun 2007

Maybe we should get a sunslayer mk II that is more guided and has more damage, but not as much damage as a nova. So that way people have an incentive to buy ammo and the start using torpedo's again.

[Gaians]Gregori
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Offline fwolf
06-13-2007, 01:05 AM,
#16
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Posts: 306
Threads: 28
Joined: Jan 2007

All torpedoes should be energy-based, instead of using ammunition. Ive made tests with Hylden, who was in a outcast destroyer, and non-vanilla ships are not affected by torpedoes that use ammunition. So, they should be like the nova. Some more variety on torpedos is necessary, for example, a energy-based torpedo to be used in the Death Scythe, with maybe half of the damage of the nova torpedo, depending on how much energy theres in the Death Scythe.
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Offline Othman
06-15-2007, 01:21 PM,
#17
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Joined: May 2007

Gunboats efficiency against fighters would have no meaning if a battleship had a weapon with fire rate 4. Doesnt sound as a cool idea to me.

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Offline Mastery
06-15-2007, 02:03 PM, (This post was last modified: 06-15-2007, 02:06 PM by Mastery.)
#18
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Posts: 95
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Joined: Apr 2007

Battleships can already get 8.33 weapons, personally I think Order turrets are more than up to the job of hitting fighters.

At least until a better flak comes up, say 3.33 rate of fire, much lower damage, higher explosion range, higher detonation range. Dont know if a black/gray smoke like explosion affect is possible in freelancer, although if they can make a humpback blow up with a green explosion, it probably is.

Quote:Maybe we should get a sunslayer mk II that is more guided and has more damage, but not as much damage as a nova. So that way people have an incentive to buy ammo and the start using torpedo's again.

Currently its possible to hit a fighter with a Nova, not easy but you can do it. A vanilla sunslayer did what, 15k damage? Non-vanilla ships dont get instant killed with a Cannonball(must be lack of subgroups or something) but a Sunslayer might kill/do a lot of damage to them. A sunslayer Mk 2 could probably instant-kill almost all fighters, if it moves slightly faster than the nova, doesnt use energy and can track a bit... :-/ Then again, Equal pilots, the defending pilot should easily be able to wasp a Torp mk 2 down.

Energy based is ok, but you could make a Torpedo use ammo and not energy and just remove its explosion part of the ini.

Jupiter Guild Forums
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Offline Igiss
06-15-2007, 03:16 PM,
#19
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Guns with multiple barrels are not player-mountable because they cannot produce any sound. This is a Freelancer game engine bug.

That's why all new capship weapons have single-barrel models.
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Offline McNeo
06-15-2007, 03:32 PM,
#20
Member
Posts: 3,424
Threads: 52
Joined: Aug 2006

Looks like were gonna need the ship makers to become gun makers:rolleyes:.

I didnt know that though...wow, MS and bugs DO go hand in hand.

Seriously, how can you make a game, and not find out that the multibarrel guns have no sound...stupid MS:dry:.
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