Chainguns are removed!? They were the best bomber weapon, I need that sound! We can't have both?
Can we get them back as an alternative option? If anything they should have added a high incendiary round to give them more of a punch against shields.
1) Chainguns weren't removed, they were replaced by Gatling Lasers which are just an objectively better weapon.
2) Since when fire deals more damage to shields? My RPG-senses are confused.
3) Ammo-based Chainguns have not been forgotten. They'll be implemented later on when balance figures it out.
(04-22-2021, 10:35 PM)Traxit Wrote: 1) Chainguns weren't removed, they were replaced by Gatling Lasers which are just an objectively better weapon.
2) Since when fire deals more damage to shields? My RPG-senses are confused.
3) Ammo-based Chainguns have not been forgotten. They'll be implemented later on when balance figures it out.
1.Better seems to be a matter of opinion here. They are easier I suppose, they don't have the same feel as the auto cannons. I'd still prefer the bomber chainguns personally.
2.I suppose I more so meant high explosive than incendiary. A little explosion from each bullet would up the damage in general to both hulls and shields.
3. Those chainguns were nice and had a very realistic feel to them. I hope we get some back soon.
(04-22-2021, 10:35 PM)Traxit Wrote: 1) Chainguns weren't removed, they were replaced by Gatling Lasers which are just an objectively better weapon.
Don't use objectively when they're no longer comparable. Gatling lasers are heavy slots, in which you're limited to two now. They've gone from 6.4 to 4.17 efficiency, they lost 150 range, and they compete with Hellfire rocket pods (which bazoomber fighters far faster and easier than lasers, all at the cost of 1 energy and limited ammo), scorchers, and neutralizers. At best you'll be using them against gunboats, or committing your entire loadout to fighting snubs, in which case you're flying a light bomber, or fringe case mediums. Few mediums and zero heavies would stand a chance against fighters, assuming similar skill levels.
Also, replacing a weapon is the same thing as removing it, as the chaingun does not exist in any obtainable form anymore.
(04-23-2021, 08:14 AM)Saronsen Wrote: Don't use objectively when they're no longer comparable. Gatling lasers are heavy slots, in which you're limited to two now. They've gone from 6.4 to 4.17 efficiency, they lost 150 range, and they compete with Hellfire rocket pods (which bazoomber fighters far faster and easier than lasers, all at the cost of 1 energy and limited ammo), scorchers, and neutralizers. At best you'll be using them against gunboats, or committing your entire loadout to fighting snubs, in which case you're flying a light bomber, or fringe case mediums. Few mediums and zero heavies would stand a chance against fighters, assuming similar skill levels.
Also, replacing a weapon is the same thing as removing it, as the chaingun does not exist in any obtainable form anymore.
Please stop spouting nonsense.
When you're done seething, you would be among the many to recognize that prior to this update that your class 4 slot does not wholly dictate what you can do, just as much as this update's adjustments still do not dictate what a bomber can do.
Hellfires exist primarily for non-protracted engagements, where you don't incur a growing, irrevocable cost of lost potential damage per every miss - a cost that doesn't exist with a weapon that relies on powercore, such as the laser chaingun. Hellfires also suffer from spread, much like bomber neutrons do. This would naturally make them less effective against fighters because you cannot control where the shot itself lands outside of a vague cone.
Against caps, your class 2/4 weapons matter significantly less than what you put in your special weapon slots, as even before this hellfires had a very specific niche use against gunboats and transports - SNAC was reserved for cruisers, bullying snubs, and battlecruisers if you're ballsy enough. The same holds today.
The nonsense here is your over-reliance on efficiency and DPS numbers in regards to discussion of theory. Dispersion exists, ammunition is a very real limitation, particularly when combined with dispersion.
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Bombs exist that gained in importance after nova+snac nerfs - this shouldn't even a discussion imo that heavy slots are important.
I was new to chainguns and don't care about that efficiency stuff, but they were very fun to use, with great unique effects - lack of them and just 2 standard effect guns instead just makes bombers well . . .boring :]
But who cares - they will be brought back and released as codes anyways, this discussion is kinda pointless now, let's just wat a bit