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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Fighter Zappers

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Fighter Zappers
Offline Badperson
09-25-2014, 03:15 AM,
#21
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Just make it so that fighters aren't so armored anymore.
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Offline Mímir
09-25-2014, 02:08 PM, (This post was last modified: 09-25-2014, 02:14 PM by Mímir.)
#22
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Or just keep fighters the way they are.

Except for some broken hitboxes, non-existing shield bubbles and missiles/mines being maybe a tad too effective, everything is fine and dandy.

If you can't hit with the existing guns, then train more.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
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Offline Caconym
09-25-2014, 05:07 PM,
#23
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(09-25-2014, 01:39 AM)Tal Wrote: Say we make something like a "Bomber Lance".

Mildly faster refire than the SNAC, faster projectile speed, same-ish range, considerably lower hull damage but roughly same shield damage. If possible, a minimum range of 200-ish meters so that insta-killing snubs becomes less of a problem.

That could be fun. Although 200-ish meters is ridiculously small in terms of range. If it is to be able to do anything to snubs, 500m-600m should be the minimum.

[Image: 739cx2x56a7.PNG]

[Image: Caconym.gif]
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Offline Fluffyball
09-25-2014, 07:38 PM, (This post was last modified: 09-25-2014, 07:50 PM by Fluffyball.)
#24
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Other problem(?) is we lack the kinetic weaponry. In vanillia, Junkers had gatling-like guns. They were replaced by... projectiles? ._.

Why not to remove Zappers (for caps) and give Gunboats a weapon that is firing bullets/projectiles with very high speed, has fast refire rate, but can be fired only for 4-5 seconds continuosly, until energy is depleted?

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Offline Badperson
09-25-2014, 11:44 PM,
#25
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(09-25-2014, 07:38 PM)Toji-Haku Wrote: Other problem(?) is we lack the kinetic weaponry. In vanillia, Junkers had gatling-like guns. They were replaced by... projectiles? ._.

Why not to remove Zappers (for caps) and give Gunboats a weapon that is firing bullets/projectiles with very high speed, has fast refire rate, but can be fired only for 4-5 seconds continuosly, until energy is depleted?

Solaris kind of does that job.
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Offline Fluffyball
09-25-2014, 11:51 PM, (This post was last modified: 09-25-2014, 11:54 PM by Fluffyball.)
#26
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(09-25-2014, 11:44 PM)Badperson Wrote:
(09-25-2014, 07:38 PM)Toji-Haku Wrote: Other problem(?) is we lack the kinetic weaponry. In vanillia, Junkers had gatling-like guns. They were replaced by... projectiles? ._.

Why not to remove Zappers (for caps) and give Gunboats a weapon that is firing bullets/projectiles with very high speed, has fast refire rate, but can be fired only for 4-5 seconds continuosly, until energy is depleted?

Solaris kind of does that job.

Not that kind of weapon. It was meant to be a true brute form of attack on a ship, not a continous pewpewpew. Something like AC-130 hitting the ground with 30mm. Solaris is not a kinetic weapon after all.

As someone mentioned about "train more", it wasn't about that. It was more about idea of weapon, since lasers, due do their INSTANT hit, would be the most useable weapon for space. Hell, we use lasers even now to take down missiles.

And fix Zappers for cap ships. I still don't like how Zapper is behaving as if I forced firing with that (still fire even through being our of arc). As mentioned before, used wisely after being fixed, those would be perfect anti-torpedo weapon IMO for bigger caps.

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Offline Highland Laddie
09-26-2014, 03:30 PM, (This post was last modified: 09-26-2014, 03:31 PM by Highland Laddie.)
#27
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(09-25-2014, 05:07 PM)Void_Nemesis_GOF2 Wrote:
(09-25-2014, 01:39 AM)Tal Wrote: Say we make something like a "Bomber Lance".

Mildly faster refire than the SNAC, faster projectile speed, same-ish range, considerably lower hull damage but roughly same shield damage. If possible, a minimum range of 200-ish meters so that insta-killing snubs becomes less of a problem.

That could be fun. Although 200-ish meters is ridiculously small in terms of range. If it is to be able to do anything to snubs, 500m-600m should be the minimum.

He already said the idea was to keep the range short to prevent it from becoming too much of an insta-killing weapon. 600M is too big a range for something that has a large potential to do damage and as fast a refire rate as Zappers, unless you're gonna trade that for massive power consumption.

Quote:Not that kind of weapon. It was meant to be a true brute form of attack on a ship, not a continous pewpewpew. Something like AC-130 hitting the ground with 30mm. Solaris is not a kinetic weapon after all.

As someone mentioned about "train more", it wasn't about that. It was more about idea of weapon, since lasers, due do their INSTANT hit, would be the most useable weapon for space. Hell, we use lasers even now to take down missiles.

And fix Zappers for cap ships. I still don't like how Zapper is behaving as if I forced firing with that (still fire even through being our of arc). As mentioned before, used wisely after being fixed, those would be perfect anti-torpedo weapon IMO for bigger caps.

A couple points:

1) Wouldn't shielding kinda negate the use of projectile weapons, as they could absorb all the kinetic energy, hence the need for energy-based weapons? Maybe, if you made it so they do 0 shield damage, but moderate Hull damage, that would be something.

2) I agree and would like to see Zappers made into a more potent anti-missle system for Caps and Transports to use against torpedoes, also offering something more precise and less area-damaging than the Flak.
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Offline Caconym
09-26-2014, 06:07 PM,
#28
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The reason kinetic weapons aren't used in space is because of ammo (weight and limited supply), a limited launch speed compared to lasers or energy weapons, but most importantly, the throwback you get each time you fire a kinetic weapon. However, since I don't think throwbacks are a problem in space, what you could have is a turret that behaves kind of like the Hellfire pod for bombers, but maybe with a smaller refire, a longer range, and terrible accuracy; you'd need to fire a salvo to hit something. This would mirror the lost accuracy due to throwbacks from the firing without actually having to make the ship move.

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Offline t0l
09-26-2014, 06:10 PM, (This post was last modified: 09-26-2014, 06:12 PM by t0l.)
#29
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or we could use railguns

those are cool

laser guided (poor tracking/turn rate/whatever), high velocity, low range weapon that deals little shield damage but high hull damage

very limited ammo

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Offline Zen_Mechanics
09-28-2014, 08:17 AM,
#30
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Zappers as they are - are worthless, this includes gunboat/battleship/cruiser zappers. Modify it.

Were fools to make war on our brothers in arms.

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