Interceptor heavyght auto canons?
Heavy(10 class not buyable can be found in wrecks):
150~200 hull damage
8.0 or 9.0 refire.
1200 speed.
180 power usage.
Light(9 class buyable):
100~150 damage.
8.0~9.0 refire.
80-120 power usage.
About shild damage:
As I know when you add new weapon in FL it automat.setup 50% of hull damage to shield damage. But he it possible to make a 10~20 shield damage for heavy and 1~10 for light.
Guns can use a lazurite visual effect but it need to be smaller then it is.
firstly - a slug thrower that has a faster projectile speed than a particle accelerator / laser beam?
secondly - autocannon means that it needs ammo supply? - ammo is fixed at 70 shots global.
finally - not sure about the usefulness. there are ammoless beam weapons with more damage and the same refire at roughly 700 projectile speed that use less power.
for a definition - an autocannon should be a weapon for short bursts of high hull damage as high costs and limited use ( ammo )
so - basicly, an autocannon could be a missile launcher ( so it uses ammo ) - with 70 shots only ( shared 70 shots, mind you ) - it could be used as a decent damage weapon for the times when the fighter has run out of power to finish an opponent. but at a firerate of like 8 - 9, your ammo would deplete within a few seconds. ( which isn t really a problem - if you have an ammocost of like 2 / shot )
About ammo:
I have spend some time on trying to make 360 ammo for this gun but its not work.
Any way. We have capship missles wich dont use ammo. So why not make AC then:D
One more.
This guns dont need more damage. Point of this guns is Projectile-Speed, and if dmg will be like Samael (Rouge 8.33 gun with 265 hull damage) It will be uber gun.
This guns is good to intercept tagets and it will works great in "team fights".
About power:
180 power usage is only for making ppls set up only 2 guns, caus 4 of em or 6 is uber, again.
There was a mod that I played for a while that included autocannons, they used an ammo slot, but still fired when it was empty. In other words, it was like a missile, but also like a capship missile turret.
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On victory mod (was it that?), we had auto canons. The shots looked like skyblast fire, you could get 4k amunition depending on the type you were using (I think I was using a 14mm with 4k ammo?)
they hit stronger, faster, doesnt need energy, and the costs are rather insignifiant per unit.
Speed is too high and the energy usage, too. After all they are auto cannons which should use no energy since they don't produce any glowing energy balls. Not sure about the shield damage, but with a negative value it should be possible.
@SED: No idea, but it should be able to change it. I've seen in the BigDaddy Storyline that Nanobots and Shield Batteries use cargo space...
Stats are ok people. If it uses less energy it is a uber gun, trust me.
Anyone who doesn't believe me, try dodging marsfliers steam guns.
With only 2 of those, even though they use more energy and do less damage, you cane make miracles.
Why? Because they HIT much much more.
I'm all for making such weapons, they just need to be balanced.
And what Andrew proposed is pretty much balanced.
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As far as the global 70 ammo whose to say the rounds have to be a 1 for 1 shot that could be 70, 200rnd burst and no energy requirement. As I understand auto cannons fire predesignated number of rounds not as continuous as machine guns. Also if these rounds are acclerated by mag rails then energy would be used and they could travel super fast.
Would any one consider and is it possible to make them bypass shields altogether, and just take thier hull damage down a knotch.