Hull damage per shot: 850
Shield damage per shot: 60
Range: 700 meters
Projectile velocity: 650 meters per second
Good against: Molecular shields
Average against: Graviton shields
Weak against: Positron shields
Rate of fire: 3.03
Energy use: 356
Improved (Imp.) Death's Hand - Class 9/10
Hull damage per shot: 400
Shield damage per shot: 25
Range: 750 meters
Projectile velocity: 650 meters per second
Good against: Positron shields
Average against: Molecular shields
Weak against: Graviton shields
Rate of fire: 5.88
Energy use: 234
Angel of Death - Cruiser Weapon
Hull damage per shot: 250000
Shield damage per shot: 100000
Range: 4010 meters
Projectile velocity: 500 meters per second
Rate of fire: 0.10
Energy use: 1800000
Improved Reaper - ANG-025-O - Info
Like all weapons of the ANG series, it was created from reverse engineering Nomad Power Cells with Optitronics.
The weapon fires a star-like ball of concentrated radiation. Iota Radiation, named after the Iota system where the power cells are found, does massive damage against all known metals and even biological matter. They we're designed to destroy Nomads and any Nomad created structure. The Reaper, itself, was developed to give massive punches in a few shots. This is the newest and the first gun specialized to destroy Nomads.
//
Improved Death's Hand - ANG-050-O - Info
Like all weapons of the ANG series, it was created from reverse engineering Nomad Power Cells with Optitronics.
The weapon fires a star-like ball of concentrated radiation. Iota Radiation, named after the Iota system where the power cells are found, does massive damage against all known metals and even biological matter. They we're designed to destroy Nomads and any Nomad created structure. The Death's Hand, itself, was developed to rapidly fire and take out it's opponent's hull in more shots. This is the newest and the first gun specialized to destroy Nomads.
//Blue-colored Stealthblade MK2
Angel of Death - Cruiser Cannon - ANG-543-O - Info
Like all weapons of the ANG series, it was created from reverse engineering Nomad Power Cells with Optitronics.
The weapon fires a big blueish ball of concentrated radiation. Iota Radiation, named after the Iota system where the power cells are found, does massive damage against all known metals and even biological matter. They we're designed to destroy Nomads and any Nomad created structure. This is a massive weapon, which can only be mounted on Cruisers and Battleships. It was designed to destroy and Nomad capital ship in less than a few shots. This is the first capital ship cannon specialized to destroy Nomads.
/Bright SNAC with some pink and purple.
All ANG weapons we're developed by Eriksson Ravenov, with plans conducted by Wesley Cooper.
On a side note: These weapons have been rebalanced a week before 4.85 by Tenacity and Jinx and a few other people.
"When you get the money, you get the power. When you get the power, you get the women."
-by Tony Montana
Hull damage per shot: 850
Shield damage per shot: 60
Range: 700 meters
Projectile velocity: 650 meters per second
Good against: Molecular shields
Average against: Graviton shields
Weak against: Positron shields
Rate of fire: 3.03
Energy use: 156
Riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight... So you basically take the Wyrm and up its damage to epic proportions and slice the energy requirements down to the low-low cost of 156 per shot.
Neutron weapons are supposed to be energy efficient, but not as powerful as the weapons which drain energy like heck... like the Wyrm II.
' Wrote:You'll have to be a little more specific, but if I know right the Wyrm II has a lot more shield dmg while here we have minimum shield dmg.
So why should the Order have guns which doesn't fit with the rest of the game's dynamic? All hull busters should do nearly no shield damage by this logic.
If it did get into the mod.. Then sairs' And allies would abbbuuussseee the gun.
And I say it should Take up alotta Energy. Or Reduce the REfire rate lil.. THe Damage!!!
*( I know you want to Kill nomads faster ...)*
Maybe a Lil' Effect Like... The KNF Neutron Blaster. With a Lil flashy light like thing In the middle of the Head blast.But in light blue. And is More Tidy shape
Sure they can be class 10 but I don't know the specific power capacity of the Bastet or Nephytis so I don't know to which energy usage should I calibrate.
And finally some compassion;)
And why shouldn't the Order have great firepower? We are the protectors of Sirius after all and these weapons we're made just for that purpose.
"When you get the money, you get the power. When you get the power, you get the women."
-by Tony Montana
' Wrote:And why shouldn't the Order have great firepower? We are the protectors of Sirius after all and these weapons we're made just for that purpose.
Nice strawman.
Why shouldn't Rheinland have awesome weapons? They, like, defend Sirius from Das Wilde.
Why should Kusari have awesome weapons? They, like, defend Sirius from Aoi whatever the hell they are called again.
Why shouldn't the Corsairs have aweso- Oh wait.
Why shouldn't the Outca- DAMN IT!
As for the Corsairs using them... Well, the Corsairs arn't allowed to use Order tech anymore so sour grapes. That doesn't mean that the Order should have these monsters though. Tweak the vanilla guns some and leave it at that.
Rheinland and Kusari have sufficient firepower to the threats I mean those "Nomads" still use colonist ships while we have to fight the most agile ships in the galaxy - the Keepers, Nomads and alike, not to mention that they have the best firepower in Sirius and that the Liberty Navy and the Bounty Hunters keep harassing us with their numbers.
"When you get the money, you get the power. When you get the power, you get the women."
-by Tony Montana
' Wrote:And why shouldn't the Order have great firepower? We are the protectors of Sirius after all and these weapons we're made just for that purpose.
More likely bunch of terorrists with good motyvation. Oh and used agianst people who are not in place too.
And in-rp your current weapons are sufficient to fight them back. Out of roleplay your weapons are a little meh, but that is compensated with the creative use of two Nomad prototype weapons on your ships.
Should these weapons be introduced the oorp advantages in a 1 v 1 or group fight against equal numbers would be far to great, which means this'll never happen.
As I said: Give the vanilla guns a slight buff, that's all they really need.