I believe they are useful for eliminating incoming torpedoes.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Maybe could we ask for a change ?
For me, a flak turret should be something that Flying stuffs CAN'T avoid or survive ! My idea is : each turret fire many shots, like a shotgun. Low fire rate and range to balance many shots and huge firepower, with the same energy use that you say it's too much.
Do it looks good ?
OK for gentle RP, OK for gentle PvP too. What do you prefer ?
Hurk hurk hurk...
[\JG/]Pim (mercenary, ex-IMG)(Raven's talon, New London and New Berlin mainly)
John Smith(independant trader, ex-contract killer on Manhattan)(Heavy Tanker)
More shots = more lag. Server has to track all of those bloody things.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
So why not making the 'new' flak fire at ranges of 1k, blast range of 200-300 meters, damage as if a firestalker or sidewinder. That way - we won't be seeing many insatnts, but the capships will finally be able to fend off fighters. Deadly if something gets too close, but can't be used if the target is too far away.
Missiles basically do that job now.. under 200ms you get almost instant-hits with them.. even cruiser ones. Off course you should think how to fire them.
Igiss says: Martin, you give them a finger, they bite off your arm.