Level: 10
Speed: 3000m/s
Range: 700m
Shield Damage: 25(Not a Shield killer)
Hull Damage: 50 (Designed to Penetrate Hulls With Kenetic force and rip it to shreads and not energy)
Refire: 10.00
Power Required: 10 (Guns dont require much energy because its firing steel/metal shots and not energy)
Uses:
Not Designed for doing Damage in one shot but utilizing its speed as the true dammager.
Using Kinetic Energy to fire rounds faster than any energy based weapon in Sirius.
Light Fighter weapons primarily where the power plant is small
Flak Turrets
Lets make them actually useful.
1. Give it like a 5-10 second life
2. Up Its Speed to Say 20m/s more then the original
3. Area effect once it detonates. Say 100-200m
4. Refire 1.0
5. Damage Same But Central hit equals maximum effect. The more far away form blast the less damage
with these additions they can be actually useful
I do like the kinetic weapons...how do they hold up in the balance against normal weapons?
The flak....was nerfed pretty hard, in the last mod, but, dunno if it should be useful, really....its based on an exploit, and has never been very balanced.
(All level 9/10 Gun Refrences)
To balance the kinetic weapons with energy ones I made it so Virtually no energy drain, very high speed and refire but low damage.
Compared to energy weapons which have high drain, high damage and 3X Less Speed.
So with kinetic weaps you substitute high damage for high speed and high energy to low energy etc
I got an idea for Balancing Flak. How about make their maximum rnage like only 300 metres or something? To prevent them from being spammed at other Capital ships?
With 3000m/s speed... You'd never miss. It would simply tear through everything smaller than a gunboat because you'd never miss. Only thing that could survive it is a Spatial... Maybe. Only for longer than other fighters.