Gunboat FWD Gun - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Gunboat FWD Gun (/showthread.php?tid=24702) |
Gunboat FWD Gun - Renzoku2 - 08-14-2009 Lancer, take a look at the screens. And then test ingame The Purple Goddess gun is on a 360 revolute HPConnect Hardpoint. Nighthawks testing showed this to be fireable on a 360 arc with the AI Drone, although the Ship's Weapon Hardpoints are Fixed 0 Rotation Hardpoints The Magma Hammer gun is on a 15-15 revolute HPConnect Hardpoint. My own use of Guardian.059 on the server has shown me that them to not be fireable on a full 360 arc like the Purple Goddess's and other AI Guns and is instead limited to the 15-15 forward arc. Gunboat FWD Gun - Cellulanus - 08-14-2009 I fail to see where this is going, because unless I'm mistaken for that to work you'd have to apply the changes to every single gunboat turret in the mod, in turn giving GBs far greater firing angles then intended and requiring a bit of re-balancing. Or you could just take the forward gun and accept it. Gunboat FWD Gun - sean24 - 08-14-2009 You can load a GB razor on a class 8 slot, arn't they more powerfull than a FG? Gunboat FWD Gun - tansytansey - 08-14-2009 ' Wrote:even u replace it with class 8 turrets...it wont turn 360, cuz it's limited by the hardpoint, not the turretThat's what I thought at first, too. If you worked with hardpoints then it'll make more sense. Right now, the turning arc is reliant on the ship hardpoint, but changing those hardpoints from revolute to fixed will mean the gun will rely on the turning arc of the weapon instead. ' Wrote:I fail to see where this is going, because unless I'm mistaken for that to work you'd have to apply the changes to every single gunboat turret in the mod, in turn giving GBs far greater firing angles then intended and requiring a bit of re-balancing.Not every single Gunboat turret, just the forward cannons. There's about five~ gunboats with forward turrets? (I dunno that's just a guess). Changes would be easy... But personally I don't think it should be changed. Gunboats with forward guns serve a different purpose than Gunboats without them, I think. Forward cannons are usually supposed to hit targets bigger than you are... I think a better alternative is providing a range of different kinds of forward cannons. From pulse, to razor, maybe even long range cruise missiles. Gunboat FWD Gun - Renzoku2 - 08-14-2009 ' Wrote:I fail to see where this is going, because unless I'm mistaken for that to work you'd have to apply the changes to every single gunboat turret in the mod, in turn giving GBs far greater firing angles then intended and requiring a bit of re-balancing. Contrary to your beliefs, only 7 ships would have to be fixed if gunboats with forward guns were allowed the use regular Gunboat Turrets in place of the Forward Gun. Those are: Kusari, Orca, Blood Dragon, Rheinland, Nomad, Liberty, and Bretonia Gunboats. No rebalancing would be necessary. Hell I could get the ini changes and hardpoint changes done over this weekend if I wanted. ' Wrote:You can load a GB razor on a class 8 slot, arn't they more powerfull than a FG? Generally, Forward Guns are stronger, but are more specified in their use. Gunboat Battle Razors do 5595 hull damage per second (18650 * 0.3) as they're fired once every 3.33 seconds The weakest forward gun, Kusari's, does 15000 damage per second (30000 * 0.5) being fired once every 2 seconds The strongest forward gun, Nomad's, does 27500 damage per second again fired every 2 seconds. Though, because of their limited firing arcs, they are mainly used against other capital ships, where battle razors, having a less restrictive arc, are used as anti-cap and anti-fighter. The only thing this would really do would be to give those gunboats with forward guns the capability of being more versatile in their loadouts. IMO, being restricted to a forward gun weakens the gunboat in some aspects. Gunboat FWD Gun - Denelo - 08-17-2009 ' Wrote:But personally I don't think it should be changed. Gunboats with forward guns serve a different purpose than Gunboats without them, I think. Forward cannons are usually supposed to hit targets bigger than you are... I agree with that on a limited basis. What I'd suggest if we use different "types", however, is to make it a choice, eg., a Liberty gunboat would come with the hull damage forward gun, but could also switch that for the other types of forward guns, which would probably be stuck in Virginia alongside the current forward gun, which is there in case the pilot loses the gun in combat or unintentionally sells it. It might seem that there might be a problem in that anyone could buy and mount a forward gun on any ship with a class 10 gun slot, but that doesn't matter so much because they wouldn't actually do anything unless you stuck them on something such as a cruiser, which is better off with its own forward gun anyways. Just put rules up against them being placed on other gunboats so you don't have the Liberty pulse cannon on the Kusari gunboat or anything and we're good. As a side note, these rules may already be in place anyways. I'm not sure. Gunboat FWD Gun - RingoW - 08-26-2009 Concerning the technical stuff: HpWeaponXX, HpTurretXX on the ship models as well as HpConnect on weapon and turret models are normaly |Revolute| type hardpoints. That means you can limit the rotation arc either via HpWeapon/Turret or HpConnect. It is possible to make HpWeapon/Turret as a |Fixed| type hardpoint, but then you have to check all weapon and turret models, because then the rotation limit is only determined by their HpConnect. It was the case on the Snubnose and some may remember, that many guns were able to turn all around in turret view. There is another important fact to keep HpWeapon/Turret as |Revolute|, specific arc's on certain ships and turret positions, which is to prevent the turrets are able to shoot through major parts of the hull. The other way you will have to create different files for the same weapon/turret with different arcs on HpConnect. Hope you got the picture. The only way to mount a turret on FWG position without giving the ability to mount a FWG on other turret positions is, to edit the ini values for the gunboat turrets and give them the ability of being also mounted on HpWeapon07 - 09. Wonder how many noobs will equip their fighters with gunboat turrets then? Which even is the lowest problem. Afaik VHF's and even HF's would be able to shoot mounted GB turrets. How to solve this? The next step is, to give all HpWeapon, where the FWG's are mounted a rotation angle of 90 degree to each side at least and check all FWG models, to ensure, their HpConnect rotation angle is limited to the current used 10 (?) degree. Then it would work. In my opinion, everything is fine as it is and from my experience FWG's are very useful even against jousting fighters. AoM |