• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 103 104 105 106 107 … 546 Next »
Fighter Zappers

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (4): 1 2 3 4 Next »
Fighter Zappers
Offline Fluffyball
09-21-2014, 09:55 AM, (This post was last modified: 09-21-2014, 09:56 AM by Fluffyball.)
#1
Banned
Posts: 2,426
Threads: 222
Joined: Jul 2013

I mean, Zappers are kinda bad for bigger vessels because they are bugged (in other words, they fire, even if they are our of arc).

But mounted on fighters, Zappers would be very good weapon. What do you think about it? We have plasma-photon based cannons for fighters, but what they are lacking is laser-based weaponry. I'm sure in lore surely someone would use it.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
Reply  
Offline Wildkins
09-21-2014, 09:57 AM,
#2
Freeport 3
Posts: 1,943
Threads: 175
Joined: Feb 2013

Well, the other problem with zappers is that their DPS is equivalent to that of flashlights.

But yeah, I've liked the idea of lasers for a while now, as sort of an ultra-8.33 weapon (with some stupid high refire like 24 or something but low damage to compensate)

RP Feedback
Reply  
Offline Fluffyball
09-21-2014, 10:03 AM, (This post was last modified: 09-21-2014, 10:04 AM by Fluffyball.)
#3
Banned
Posts: 2,426
Threads: 222
Joined: Jul 2013

As for myself, I wait for Rapid Fire Gunboat weaponry with fast-speed projectiles, which isn't Solaris and has very high fire rate, but is able to constant fire for only 5-6 seconds.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
Reply  
Offline Sciamach
09-21-2014, 10:04 AM,
#4
Member
Posts: 1,643
Threads: 114
Joined: Jul 2013

You say this like flashpoints arent great snub guns



waiddaminute...


Seriously tho, more beam-cannons needed

[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
Reply  
Offline Mephistoles
09-21-2014, 10:44 AM, (This post was last modified: 09-21-2014, 10:53 AM by Mephistoles.)
#5
Gas Miners Guild
Posts: 2,346
Threads: 91
Joined: Jun 2013

True continuous-fire weapons aren't possible in Freelancer and higher refire rates are massive lag machines.

Sigma & GMG Discord Chat: https://discord.gg/d4j3W4v

[Image: stDvDRX.jpg]
Reply  
Offline An'shur
09-21-2014, 11:00 AM, (This post was last modified: 09-21-2014, 11:01 AM by An'shur.)
#6
Banned
Posts: 578
Threads: 37
Joined: May 2013

Laser and photon based weapons have speed between 600 and 750m/s, seems something is really wrong here... Why they aren't closer to reality?

User was banned for: Requested
Time left: (Permanent)
Reply  
Offline pillow
09-21-2014, 12:08 PM,
#7
Probation
Posts: 1,564
Threads: 27
Joined: May 2014
Staff roles:
Balance Developer

Could be fun. The Transport/Gunboat/Cruiser/Battleship Zappers are completely useless and nobody uses them. Fighters may have some use for them.
Reply  
Offline Haste
09-21-2014, 01:33 PM,
#8
Lead Developer
Posts: 3,557
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(09-21-2014, 11:00 AM)Anshur Wrote: Laser and photon based weapons have speed between 600 and 750m/s, seems something is really wrong here... Why they aren't closer to reality?

Gameplay.

The game is balanced and designed around such projectile speeds. Weapons with substantially higher projectile speeds would create an entirely different PvP experience.

Whether that's good or bad is up to personal taste. However, it's not Disco's style, or at least it hasn't ever been.

On topic, I believe that snubs move too quickly for Zappers to look good on them. Recall Aeternus saying something about that in his log, anyways.

Edit: To elaborate on the gameplay thing:

Aiming in snubs currently is about 'prediction' and 'intuition'. Often, aiming at the crosshair is less accurate than aiming based on your own instinct and 'experience'.

Higher projectile speeds would move things away from 'prediction' and 'intuition' to precise crosshair aim. A different style of gameplay (more like fights between Solaris gunboats) than we currently have.

[Image: cdSeFev.png]
Reply  
Offline Mímir
09-22-2014, 02:08 PM, (This post was last modified: 09-22-2014, 02:17 PM by Mímir.)
#9
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

(09-21-2014, 01:33 PM)Haste Wrote: Higher projectile speeds would move things away from 'prediction' and 'intuition' to precise crosshair aim. A different style of gameplay (more like fights between Solaris gunboats) than we currently have.

Ye and that sucks. Countless hours of fighting different ships and figuring out how to hit them totally wasted if that is implemented. That you have to outmaneuver your opponent to get in an advantageous spot for aiming or use intuition or zen-like "feel" the shots is what makes games like FL and BF4 more fun, challenging and rewarding than CoD-type shooters.

There's already options available for players that can't be bothered practicing their aim - nukes, torps, missiles can be very dangerous with a minimum of training.

Also chainfire Cleansers and you get a nice white beam of death.

[Image: dDUn6lM.png]

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
Reply  
Online Lord Caedus
09-22-2014, 03:12 PM,
#10
Malta's Bane
Posts: 618
Threads: 54
Joined: Jun 2013

(09-21-2014, 09:57 AM)John Wildkins Wrote: Well, the other problem with zappers is that their DPS is equivalent to that of flashlights.

But yeah, I've liked the idea of lasers for a while now, as sort of an ultra-8.33 weapon (with some stupid high refire like 24 or something but low damage to compensate)

As Haste said, ultra-high refire was dropped cause of lag issues, the old PGCGs being the main offender. The way to make a "beam" laser weapon would basically just to make the effect from firing the weapon a solid consistent color, and then making it long enough that the next beam lines up with it. Obviously it wouldnt look quite as good when you shift your aim across the screen though.
Reply  
Pages (4): 1 2 3 4 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode