4.87 weapon summary? - 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) +--- Thread: 4.87 weapon summary? (/showthread.php?tid=113744) |
4.87 weapon summary? - Ursus - 03-25-2014 Now that things have settled down some, can somebody give me a summary of the new and changed weapons in 4.87 Is that beam weapon working? Is it any good? Have people adapted to the gunboat turret changes? Are missiles everything now? What else? RE: 4.87 weapon summary? - Reid - 03-25-2014 Beam weapons are garbage They did pre-update 7. Solaris were win-all, but were nerfed. Now everyone's rocking razorboats again Missiles are no-skills way to win. When all else fails, equip excals. 1,700 damage per shot RE: 4.87 weapon summary? - aerelm - 03-25-2014 Factions with 1 gun line previously, now have 2 distinct guns to pick from. Factions with 2 lines now have 3.
Class 7 guns are generally fast and efficient guns with moderate damage. Class 8 guns are generally slow heavy hitters with considerably lower efficiency. Class 6 guns are now exclusive to LFs, and are generally similar to their class 7 counterpart. DPS range of guns have been increased across the board, people haven't adjusted yet. Missiles are still undergoing some work, so you can still expect a change or two about them. Off the top of my head, that sums up snub weapons, and in general, snub balance is more final than boat and cap balance, since the latter still needs some cleaning up which is due for after update 7. |