1km is normally where I start shooting at fighters, although one thing that's vital to consider with a Shard gun is the range indicator rounds down - if you start shooting as soon as it changes to 1km you're actually shooting at a target that's still almost 2km away. At around 1km or closer however the spread of a Shard gun fits nicely over a fighter-sized target, with few pellets missing. Within that range it's really quite devastating - similar shot speed to Pulse (so very little deflection needed) but significantly more damage.
More weapons new weapons
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Re: More weapons new weapons
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Re: More weapons new weapons
Instead of adding much more weapons, maybe make the ones we have more varied. For example the MK1 Pulse and MK2 Pulse are pretty much the same thing bar damage (pretty much same for all guns). Why not have more bullet speed or less heat or rate of fire...etc. Something that makes you think abit if you value some functionality more than another. A choice. And please tell me give me numbers about heat on guns and ships. More info in the ingame info..
I also wish the M-beam turret to be pretty much 99% hit with good range, let the damage be the low that is now. They would now be the goto weapon to take out droves of defending drones but against fighters the damage would be to low. The M-shard up the range just a bit and let them spin around like crazy for that close and personal "flak". Pulses are somewhere between these.
L-Beams the damage is good but I wish the range could be more, close the the mainguns on destroyers. Just less tracking so that it would only hit a fighter flying straight and slow.
I also wish the M-beam turret to be pretty much 99% hit with good range, let the damage be the low that is now. They would now be the goto weapon to take out droves of defending drones but against fighters the damage would be to low. The M-shard up the range just a bit and let them spin around like crazy for that close and personal "flak". Pulses are somewhere between these.
L-Beams the damage is good but I wish the range could be more, close the the mainguns on destroyers. Just less tracking so that it would only hit a fighter flying straight and slow.
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Re: More weapons new weapons
Not keen on that idea at all - really like L Beam just the way it is now. Every L/XL warship I own has them installed. Think the range is fine & they're a nice versatile option for L turrets. There's always L Plasma if you prefer a turret with more range, more damage & difficulty hitting fighters. No need to spoil L Beam by replicating those attributes.
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Re: More weapons new weapons
There are launch tubes on stations. If you land your ship on a pad and traffic picks up, you ship will be stored internally to clear a pad. If you fast travel to it, it will be shunted to a launch tube, where you will deploy from.
What OP is saying is that something doesn't come from nothing. It would be awesome for a game with ships of this quality to have animated launch tubes for missiles or torpedoes. Think Daedalus from Stargate SG-1.
What OP is saying is that something doesn't come from nothing. It would be awesome for a game with ships of this quality to have animated launch tubes for missiles or torpedoes. Think Daedalus from Stargate SG-1.
The Teladi are known for creating a standardized currency, ship insurance, and insurance fraud.
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Re: More weapons new weapons
Here is something that I'm working on
replacement of the mk1-mk2 weapons and bringing more variety
This will also be done to ships.
replacement of the mk1-mk2 weapons and bringing more variety
This will also be done to ships.
Last edited by Shuulo on Mon, 11. Mar 19, 15:16, edited 1 time in total.
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Re: More weapons new weapons
Plasma right now is only good for stations. Had a few fights with several capitals vs capitals and the plasma just misses too much when ships moves and turns. The turning on a Xenon I is just nuts, soooo many Plasma shots from both my own ship and AI ships just missed the whole damn thing. Yes maybe the beam doesn't need more but then the Plasma could use some speed. The old PPC and Plasma/MA in XR where fast enough compared to capital speed and turning, but now we have so much speed that the relative speed of Plasma is too low.GCU Grey Area wrote: ↑Mon, 11. Mar 19, 11:56Not keen on that idea at all - really like L Beam just the way it is now. Every L/XL warship I own has them installed. Think the range is fine & they're a nice versatile option for L turrets. There's always L Plasma if you prefer a turret with more range, more damage & difficulty hitting fighters. No need to spoil L Beam by replicating those attributes.
And weren't you the one who said in 1.6 that turrets were just fine when so many others advocated for more power into 2.0 patch? Or was that Roger...you two had a long discussion

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Re: More weapons new weapons
Nope, not me: viewtopic.php?p=4835398#p4835398 & viewtopic.php?p=4834950#p4834950
Most I ever said pre-2.0 was that turrets were useable (as opposed to useless as some people claimed), particularly so after modding for projectile speed and/or rotation speed.
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Re: More weapons new weapons
So "useable" AFTER modding? Sadly cap ship turrets couldn't be modded and they should be extremely good at something when modded. Not just "useable"....that's for standard turrets.GCU Grey Area wrote: ↑Mon, 11. Mar 19, 13:02Nope, not me: viewtopic.php?p=4835398#p4835398 & viewtopic.php?p=4834950#p4834950
Most I ever said pre-2.0 was that turrets were useable (as opposed to useless as some people claimed), particularly so after modding for projectile speed and/or rotation speed.
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Re: More weapons new weapons
Nope, never said that either. Never said 'useable AFTER modding', simply that they were better with modding (i.e. 'particularly so'). Clearly I did not mean that they required modding to be useful. Next time maybe read ALL the words in a post before jumping to erroneous conclusions.
Incidentally, my main anti-capital ship at the time for raiding Xenon sectors was a Colossus (carrier because destroyer AI meant their main guns were crap unless player-flown before 2.0) - a ship which was only armed with turrets, none of them modded, yet still killed dozens of Xenon capitals - i.e. it had useable turrets.
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Re: More weapons new weapons
Ok, indeed you did not use that wording, you used "useable, particularly so after modding". Sorry for that. But I also tested out those ships (Colossus in my case, can't say for other carriers) and in 1.6 it was horrifiying to look at the carriers turrets really not hitting Xenon ships. Both small and big were alive so long, with minimal damage done to them. Since I can't use carriers as well as you used your carriers I must ask how you did it?GCU Grey Area wrote: ↑Mon, 11. Mar 19, 23:36Nope, never said that either. Never said 'useable AFTER modding', simply that they were better with modding (i.e. 'particularly so'). Clearly I did not mean that they required modding to be useful. Next time maybe read ALL the words in a post before jumping to erroneous conclusions.
Incidentally, my main anti-capital ship at the time for raiding Xenon sectors was a Colossus (carrier because destroyer AI meant their main guns were crap unless player-flown before 2.0) - a ship which was only armed with turrets, none of them modded, yet still killed dozens of Xenon capitals - i.e. it had useable turrets.
I still think there are need for tweaks and changes to allready existing turrets rather than making all new ones. We can get those later on with expansions.
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Re: More weapons new weapons
Not sure what I was doing differently - volume of fire maybe? It also got in very close to capitals.dholmstr wrote: ↑Tue, 12. Mar 19, 00:17 I also tested out those ships (Colossus in my case, can't say for other carriers) and in 1.6 it was horrifiying to look at the carriers turrets really not hitting Xenon ships. Both small and big were alive so long, with minimal damage done to them. Since I can't use carriers as well as you used your carriers I must ask how you did it?
Colossus loadout was mostly M Pulse turrets, with 4xM Plasma & 1xL Plasma as it's main anti-capital firepower. Also had 3 docked Peregrines with Pulse turrets - essentially these meant I could fill the 4 upper/rear turrets with M Plasma without opening up a big hole in the ship's anti-fighter defences. At one point tried also using Plasma in the lower/rear turrets for faster capital kills, but that turned out to be a mistake - kept taking damage to engines etc from fighters, so went back to Pulse for that quadrant.
Came to the conclusion that for acceptable anti-fighter defences the ship needed more than 4 Pulse turrets covering each potential approach vector - i.e. if there were more than 4 they could punch through a fighter's shields & do hull damage. Maybe not enough to kill it on it's first attack run, but eventually it would all add up.
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Re: More weapons new weapons
Since 2.00 the damage of Pulse Laser turrets is substantially more. S ships do not last long if they are being shot at by multiple M Pulse Laser turrets. However back in 1.60 not only were the turrets less accurate but they also did a lot less damage so would tickle S ships.GCU Grey Area wrote: ↑Tue, 12. Mar 19, 01:00Not sure what I was doing differently - volume of fire maybe? It also got in very close to capitals.dholmstr wrote: ↑Tue, 12. Mar 19, 00:17 I also tested out those ships (Colossus in my case, can't say for other carriers) and in 1.6 it was horrifiying to look at the carriers turrets really not hitting Xenon ships. Both small and big were alive so long, with minimal damage done to them. Since I can't use carriers as well as you used your carriers I must ask how you did it?
Colossus loadout was mostly M Pulse turrets, with 4xM Plasma & 1xL Plasma as it's main anti-capital firepower. Also had 3 docked Peregrines with Pulse turrets - essentially these meant I could fill the 4 upper/rear turrets with M Plasma without opening up a big hole in the ship's anti-fighter defences. At one point tried also using Plasma in the lower/rear turrets for faster capital kills, but that turned out to be a mistake - kept taking damage to engines etc from fighters, so went back to Pulse for that quadrant.
Came to the conclusion that for acceptable anti-fighter defences the ship needed more than 4 Pulse turrets covering each potential approach vector - i.e. if there were more than 4 they could punch through a fighter's shields & do hull damage. Maybe not enough to kill it on it's first attack run, but eventually it would all add up.
In any case if you want to kill capital ships with your own you are better off with something like an Odysseus or Behemoth. They are a lot smaller than carriers while still boasting a lot of turrets giving them absolutely insane turret density in comparison.
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Re: More weapons new weapons
I would be happy with the weapons we do have to work properly. Especially missiles and torps but all of them really could us a polish pass.
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Re: More weapons new weapons
I want different colors for weapons. So far my lasers are whitish and plasma blobs are whitish. Need some more color.
To the one who said there is no sound in space, sorry but you are wrong. there is a lot of sound in space.
To the one who said there is no sound in space, sorry but you are wrong. there is a lot of sound in space.
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Re: More weapons new weapons
Maybe a better approach would be that Teladi shields only fit Teladi ships, Argon shields - Argon ships...etc. And likewise, make the weapons race specific, like Borons preferring Ion cannons in earlier X games. This would make ships a little more balanced in the process.Loneshade wrote: ↑Sun, 10. Mar 19, 20:38Don't underestimate Plasma: they take down those annoying khaak in seconds - and they can 3 shot fighters careless enough to approach you head-on.
Not to forget that on a Destroyer turrets, the effective dps of those plasmas rivals that of your main gun. Nothing kills other destroyers faster than an M2 with plasma layout...
Overall I think the weapon balance is really good.
What I'd personally like to see is a bit more variation. I don't like the "good-better-best" approach.
E.g. why are teladi shields the best? why can't we have e.g. teladi shields have more hp than argon ones, but argon ones have e.g. a shorter cooldown for recharge? That way, you'd be able to customize more. And same could be true for guns... guns from one race could be better in dps, guns from another better in bullet speed so its easier to hit, etc....
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If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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Re: More weapons new weapons
I want Sound and effect (impact) improvments too. Seriously, why i can't here anything when i'm fireing with beam canon?
Why there is no impact effects when a plasma salvo hit the ennemy? (and btw, i prefere the way of plasma bullet in Rebirth. I don't like slow motion multiple bullets)
Why there is no impact effects when a plasma salvo hit the ennemy? (and btw, i prefere the way of plasma bullet in Rebirth. I don't like slow motion multiple bullets)
Il vaut mieux mobiliser son intelligence sur des conneries plutot que de mobiliser sa connerie sur des choses intelligentes...
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Re: More weapons new weapons
will they bring more weapons?....
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Re: More weapons new weapons
Please don't dig up a 9 month old thread for no good reason, even if it is one you started.