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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Is it just me...

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Is it just me...
Offline Jihadjoe
03-27-2008, 05:53 PM,
#1
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Posts: 6,598
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Joined: Nov 2007

the title says it all really, discuss.

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Offline Boss
03-27-2008, 06:14 PM,
#2
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

Meh, I avoid them. I'll use Eco guns more.

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.
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Offline Unseelie
03-27-2008, 06:18 PM,
#3
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Posts: 4,256
Threads: 235
Joined: Nov 2006

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.

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Offline Ascendancy
03-27-2008, 06:28 PM,
#4
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Posts: 227
Threads: 10
Joined: Jan 2007

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.

[Image: AscendancySig.png?ex=68b4bad1&is=68b3695...cef5bd024&]
Thanks to Cattman2236 of E-Studios Forums for the signature.
' Wrote:The Kalashnikov. Still sees use in the hands of Coalition-aligned anthropomorphic cats Sirius-wide.
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Offline Heartless
03-27-2008, 08:42 PM,
#5
Member
Posts: 1,529
Threads: 107
Joined: Nov 2007

I like chainguns, I have some purple's on my Zoner, but then again... I don't plan to be stuck in combat with it, hehe.

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SwissScorch --> Heartless
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Offline mjolnir
03-27-2008, 09:44 PM,
#6
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

They can be usefull.. especially on LFs... but they make a lot of lag
I would just drop them altogether.. they were not present in vanilla anyway.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline Angelfire
03-27-2008, 09:50 PM,
#7
Member
Posts: 768
Threads: 87
Joined: Jan 2008

I have four on my talon... if you can keep them on your target for more than two seconds at a time...woooohooo.. munchy munch!

Epic PHAIL if you have any lag whatsoever or struggle to keep your reticle on target.. definitely one of my favorite light shows though!

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The Chronicles of Angelfire
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Offline Dopamino
03-27-2008, 10:11 PM,
#8
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Posts: 3,522
Threads: 70
Joined: Jul 2007

They're fun, but aren't great.

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I mostly lurk around Media Center these days.
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Offline worldstrider
03-27-2008, 11:26 PM,
#9
Member
Posts: 1,420
Threads: 78
Joined: Feb 2008

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.

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Offline Asymptotic
03-28-2008, 02:14 AM,
#10
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Posts: 467
Threads: 48
Joined: Feb 2007

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.
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