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Balanced Zappers that don't suck?

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Balanced Zappers that don't suck?
Offline Lythrilux
04-06-2015, 02:04 PM,
#1
Edgy Worlds
Posts: 10,368
Threads: 737
Joined: Jan 2013

Are these ever going to become something viable? I see great promise in them, however their current implementation makes them not very useful.

[Image: Lythrilux.gif]
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Offline sindroms
04-06-2015, 02:12 PM, (This post was last modified: 04-06-2015, 02:13 PM by sindroms.)
#2
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

Instead of high refire weapons, I suggest a reasonably high-damaging, small ranged ones. We are talking 1.00 or perhaps even 0.50 refire close-range burst cannons. Very fast, but with current range. Damaging enough so that a transport with 12 of these can just barely insta a snub if all of them hit (which they won't).

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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Gondoros
04-06-2015, 02:38 PM,
#3
Member
Posts: 225
Threads: 21
Joined: Aug 2014

Soo something like this maybe? https://www.youtube.com/watch?v=Vumc7kMSzHc
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Offline sindroms
04-06-2015, 02:58 PM, (This post was last modified: 04-06-2015, 03:09 PM by sindroms.)
#4
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

These are the current statistics for the Transport zappers:

Code:
[Munition]
nickname = dsy_transturret_05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 670
energy_damage = 0
one_shot_sound = fire_quark
munition_hit_effect = ci_photon_04_impact
;const_effect = cg_goldc_proj
lifetime = 0.5
force_gun_ori = true
mass = 1
volume = 0.000100

[Gun]
nickname = dsy_transturret_05
ids_name = 518032
ids_info = 518033
DA_archetype = equipment\models\turret\trans_solaris_beam.cmp
material_library = equipment\models\hardware.mat
HP_child = HPConnect
hit_pts = 20000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_4
damage_per_fire = 0
power_usage = 300
refire_delay = 0.330000
muzzle_velocity = 1600
toughness = 1.600000
flash_particle_name = dsy_gunboat_light_800_yellow_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = dsy_transturret_05_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false


I then take the minimum HP for VHFs: 9,000
Apply the biggest armor upgrade: *2.5

22,500

Max amount of turrets on any transport are 12.

1,875
That is the damage these things will do.

Biggest transports have 90 000 Us of power.
So let us set the power requirements for this thing at that level. One salvo depletes all of the energy-ish. So that'd be around 7000u.



So this is how it looks like right now. The high power usage will not allow it to be spammed on small ships, such as ATs and Gulls. The only problem would be balancing this thing on ships such as Salvager, which has a GB core.
[Image: eAN9gJL.png]
The forced gun orientation is still there, so you will never be hitting with all of your turrets.
The following video shows the drain and refire as well as efect on a fully decked out snub.





Edit: Also, this is probably why I am not a dev, kek. I just use numbers.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline nOmnomnOm
04-06-2015, 03:04 PM,
#5
Probation
Posts: 5,913
Threads: 247
Joined: May 2011

Step 1 should be to fix it so that they all dont fire if they cannot turn enough to aim.
Otherwise I will continue to use them as my dico-ball light show party ship.

[Image: zBEqQfl.jpg?1]
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Offline Haste
04-06-2015, 03:39 PM,
#6
Lead Developer
Posts: 3,645
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

I'd rather:

- Get rid of them, or,
- Redo them entirely using some magic tricks that allow beams to be actual beams (see: Yuri's dev thread with some Nomad stuff).

[Image: cdSeFev.png]
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Offline SnakeLancerHaven
04-06-2015, 06:14 PM,
#7
Volgograd Industrial
Posts: 2,871
Threads: 238
Joined: Feb 2012

Well I'm sure all of you have seen the Nomad Laser Beam gun whatever on one of Treewyrms video, right? Why not turning Zappers into something like that? As I saw it right on the video, they quite work fantastic.

[Image: ?key=dc385ef2304f0cab6f94da42bc2ff703cf5...5BS0UucG5n]
R.I.P Tabris...
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Offline Hidamari
04-06-2015, 11:06 PM,
#8
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

rename it to

Torpedo Point Defence Battery
Hull Damage: 500
Shield Damage: 250
Range: 500m
Projectile speed: 99999ms
Refire Rate: 0.1
Energy useage: 15,000

[Image: RKaqSve.png]
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Offline Fluffyball
04-06-2015, 11:08 PM, (This post was last modified: 04-06-2015, 11:12 PM by Fluffyball.)
#9
Banned
Posts: 2,420
Threads: 222
Joined: Jul 2013

Zappers can't even track fighters. What's reason behind these, if they fire exacly at the point BEFORE the fighter?

Change it into 'normal' Ion Cannon for caps.

Like Spazzy proposed.

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