Ballistic Weapons for Capital Ships - 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: Ballistic Weapons for Capital Ships (/showthread.php?tid=139852) Pages:
1
2
|
Ballistic Weapons for Capital Ships - Titan* - 05-28-2016 So i was thinking about ballistic weapons for very long time so I decided to create ballistic weapons for Discovery Battleships (even npcs) can damage Cruisers from 2-2.2k Range easly, You need luck to hit Cruisers with heavy ballistic weapons though About Ballistic Weapons; High Dispersion (Spread) High reload time Long Range High Speed Very slow turret turn speed So I made nearly 10 ballistic weapons for capital ships For Cruisers; For Battleships; Here is video This one is old though, now projectiles have higher speed and higher spread Battleship Cruiser Npc vs Player, currently veterans (cruisers) dont take damage from NPC battleship but with ballistic weapons you do take damage even at 2k Artillery Hit Effect what you guys think? RE: Ballistic Weapons for Capital Ships - Thunderer - 05-28-2016 Looks and sounds good, but it neutralizes many advantages that "evasion-ships" have. It also turns Freelancer into World of Warships, which is good if you can't run WoWs, but bad if you want to play Freelancer. I'm not sure of it. Like and dislike. RE: Ballistic Weapons for Capital Ships - Titan* - 05-28-2016 (05-28-2016, 08:00 PM)Thunderer Wrote: Looks and sounds good, but it neutralizes many advantages that "evasion-ships" have. It also turns Freelancer into World of Warships, which is good if you can't run WoWs, but bad if you want to play Freelancer. Yeah it neutralizes invincibility, good for newbies bad for veterans RE: Ballistic Weapons for Capital Ships - Lythrilux - 05-28-2016 This looks really cool, although I echo Thunderer's thoughts. RE: Ballistic Weapons for Capital Ships - sindroms - 05-28-2016 I would like to see gatling solarises to be given 1000 ammo and have their damage doubled. They would outright tear through snubs that get close, but at the expense of a very limited ammo capacity given the refire rate and turret count. RE: Ballistic Weapons for Capital Ships - SnakeLancerHaven - 05-28-2016 AWESOME! I swear that would be genius. I mean the GB turrets have spreading, why not Cap guns too? Definitly, would be a ncie ballance imho. EDIT: Thing was just the names lol guys realy don't judge it because of thos 180mm or 50mm, he editted that part now it looks more Freelancer than ever. RE: Ballistic Weapons for Capital Ships - sasapinjic - 05-29-2016 I like it , especially : Quote:Battleship Point-Defence Turret (Secondary Slot) - Good anti-snub weapon very high fire rate but very short range (good at damaging snubs that trying to bump battleship) ^ it is about time something like this to be implemented ! RE: Ballistic Weapons for Capital Ships - Epo - 05-29-2016 +1 from me RE: Ballistic Weapons for Capital Ships - An'shur - 05-29-2016 (05-28-2016, 07:40 PM)Titan Wrote: (...) You should be a dev. RE: Ballistic Weapons for Capital Ships - Titan* - 05-29-2016 So I made 2 impact effect for Artillery Version 1 = With beam effects Version 2 = Without beam effects What you guys think? also thanks for the feedback guys! Edit: Artillery projectile effect will be different |