Now, this could go massively wrong and cause some huge arguments, but remember, this isn't flood.
I got to thinking while trying to decide on what code I want on my BHG Manta. And here's the short of it.
Basically, I'm looking to highlight and start a discussion on the potential for adding some more variance to the CODENAME weapons. At current they're rather same-y. Going by stats, I'm going to compare them to the class 9 guns, and note that I'm not counting the damage and energy themselves, as CODENAMEs should definitely be stronger/thirstier, but I'm pointing out the differences between them. Also, I'm ignoring the DEFILER and only including the hull-buster class 9's, as there's no shield-buster CODENAME legally available to players, and including the class 9's would skew the stats in a weird way.
Hull DPS range:
CODENAMEs: 2000-2800
Class 9's: 1824-2433
Energy/second:
CODENAMEs: 440-690
Class 9's: 384-700
Refire Rates:
CODENAMEs: 2.00-5.00
Class 9's: 2.00-8.33
Range:
CODENAMEs: 550m-700m
Class 9's: 550m-770m
Speed:
CODENAMEs: 600m/s-650m/s
Class 9's: 600m/s-750m/s
My point I guess is that CODENAME guns have 15 seperate 2.0 refires (Excluding DEFILER) but only 3 different projectile speeds between them. That means that if players are going purely by stats, there's only the three most damaging as real choices, and these three are undoubtedly the most expensive 2.0's. The other 12 are just the same gun (ignoring pretty particles) with less damage. Similarly, the 3.03's - 11 of them, with 2 different projectile speeds, so that works out as 9 weaker 'copies'.
Admittedly, you also have to take into account projectile range, and to save explaining, I shall sum averything up by saying that there are 20 (Again, I ignored DEFILER) CODENAME guns that are simply less damaging versions of another. I hope that makes sense. I'll pull an example out here:
So, energy usage scales with damage output, as it should, but all the other stats are the same.
What I put out for discussion is altering CODENAME weapons so that, specifically projectile speed which affects aiming, there is a deal more variance among them (And obviously scale back damage or boost energy usage to balance). With some class 9's being much faster than the fastest CODENAME, aiming with them can become difficult, and some ships using class 9's with all the same higher speeds have to sacrifice accuracy if they want to equip CODENAMEs. There are plenty of CODENAMEs out there, it's not unrealistic to spread them across the board in terms of stats is it?
I agree codes should be pimped in a way of variety. For example TARANIS and DARK BLOSSOM you got exactly the same gun but look at the energy use 584 vs 550... which one would you buy? To be honest we got maybe 4 or 5 useful types rest is just a junk.... and I to sell more!!
just PLEASE, stop crying about projectile speed.... please...
I hear people cry about projectile speed over and over, but i dont see their issue. I can hit, in a chase or in a joust, with Salamankas, just as easily as i can with rogue lazors, which is 750m/s....
If anything, code damage should be buffed, slightly. And i'd like to see the addition of a 8.33 code. Thats all that could be improved on.
slow projectile speed? cant cope with it?
Get a bomber, then kill fighters using Bomber Energy guns. I promise you, its easy, regardless of skill.
I think that codenames must have more refire rates. only 1 codename with 4.0 refire? seriously? and it have 625 speed and lower damage then most 9cl 4.0 refire guns
plenty 9cl guns with 3.03 refire have bigger speed then 600 m/s, so its kinda hard to use them with codenames. like Wyrms/Lazurites (700m/s and 600m/s). and no pulce gun with 700 m/s
What a point in Codenames, if they cant be used with standart guns on many factions. use missles? nah... suffer from different speed/refire? sure thing :|
' Wrote:just PLEASE, stop crying about projectile speed.... please...
I hear people cry about projectile speed over and over, but i dont see their issue. I can hit, in a chase or in a joust, with Salamankas, just as easily as i can with rogue lazors, which is 750m/s....
If anything, code damage should be buffed, slightly. And i'd like to see the addition of a 8.33 code. Thats all that could be improved on.
slow projectile speed? cant cope with it?
Get a bomber, then kill fighters using Bomber Energy guns. I promise you, its easy, regardless of skill.
I'm not saying that projectile speed is the only thing I would like to see varied, but it is perhaps the most prominent of the statistics of the CODENAMEs as being limited.
[Estimate, don't quote me] There are probably enough CODENAME guns to have *most* combinations of refire rate, speed and distance that we have in class 9 guns, with damage and energy balanced accordingly. [/Estimate]
It's not a case of if someone can/can't hit with them, or even if projectile speed is [opinion]the most important stat[/opinion] it's a case of adding variety to what is a rather bland selection.
It's like going to a bar and the they have 10 varieties of beer, but nothing else like spirits. Beer's still good, but variety doesn't hurt.
I also think codenames are boring...i mean who can afford it basically picks one of the 3-4 "good" ones and the rest takes whatever is left or affordable.
What i would love to see are Codenames that change the way the user has to fight!
Examples:
-A Code that has a superlow refire like 1.0 or 0.75 but a long range maybe 1000m and a high damage output and a big energy drain: a real sniper gun
-A code with a super low range, like 100-150m, and high refire and spray...add a nice effect to it and you get a "flamethrower"
there are surely more creative ways out there to shoot other people than 2.00, 600m/s and 2,5k dps;)
Edit: or how a bout a true chaingun with a warmup phase like used in some fp-shooters? this drawback could again be balanced with a high refire, spray and damage...