Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
If you have the energy and the aim, they do plenty of damage...they were nerfed, because they had the ability to chew a GB to shreds...but they're still ok. Key is, you have to hit with a lot of your shots.
I've strayed away from Chain Gun weapons. You're far better off with an 8.33 rate of fire laser or photon cannon if you want decent damage with the high rate of fire. Chain Guns are pretty much "spray an area and hope you do something to that ship over there" kinda weapons.
In fact, the only useful Chain Gun was the Solaris one from 4.82, imo.
Having one or two chain guns properly mixed is useful for ONE good thing
They keep shields down once you knock them out.
Missile and torpedo damage go to shields first. If a single missile hits and there is ANY shield--all the missile power is expended--no carry over damage.
The chain gun allows you to keep shields "off" when firing missiles and torpedoes and when your torp or missle then hits, =all the damage goes to the hull.
Umm... take ship A with two gun mounts. Put two chain guns on it, and then just use the right mouse click to shoot. 16 shots per second. Poor damage, huge energy use. Now take the same ship, but put two 8.33's on it instead, and press the "1" key right before pressing/holding the right mouse click. You get 16.66 shots per second, good damage, good energy use.
I can micromanage 4.00s as well! Let's say you have like 5 of them. 1, 2, 3, 4, right click, correctly subdivided of course, and you get 20 shots per second.