Forums » Suggestions
new weapon - Vulcan Cannon
how about this for a low level L-port
Vulcan Cannon
Velocity 200m/s
Splash 0
Damage 100
Fire Rate .02
Ammo 250
Weight 600kg
power requirements should be minimal
Basically an auto-fire mass driver cannon, the Vulcan Cannon delivers a stream of deadly, accurate fire.
Then MkII would be same damage, higher fire rate, higher ammo, slightly higher weight..
Put it somewhere below the GC..
Eize Ryda
Vulcan Cannon
Velocity 200m/s
Splash 0
Damage 100
Fire Rate .02
Ammo 250
Weight 600kg
power requirements should be minimal
Basically an auto-fire mass driver cannon, the Vulcan Cannon delivers a stream of deadly, accurate fire.
Then MkII would be same damage, higher fire rate, higher ammo, slightly higher weight..
Put it somewhere below the GC..
Eize Ryda
that kinda reminds me of flechette Mk2 but with more damage and energy consumption rather than ammo, but the autoaim thing is the only thing different.
I'd rather see the flechettes beefed up than add a new weapon.
id like to see a version of the fletchette with proximity detonation, not high prox damage due to the amount a fletchette fires but still a little bang for your buck to make it something alteast useful, perhaps make it L-port then it can kind of be a light flak gun
we need less weapons with proximity detination, not more. This just makes for weak pilots and big egos.
i like the general idea, but i remember there being threds regarding infeasability of rapid-fire ammo weapons. it was based on some reasoning i never understood about it being posable to fire without recording the ammo loss due to lag or something....
Jex:
"I'd rather see the flechettes beefed up than add a new weapon."
I'm sure Nerde would have a field day.
Not bad, break19, though I think your velocity looks a bit high, and the weight a bit low. You'd have to ditch either the ammo or the energy requirements, and given the difficulties of managing rapid-fire ordinance weapons, it would almost certianly need to be the ammo that gets dropped.
LQ:
the trouble is with the server needing to update its record of your ammo supply; rapid-fire weapons that use ammo would require higher traffic to and from the server, potentially making the game lag, especially for low-speed internet users. They can't REMOVE the server-side ammo inventory, because then people could abuse it by hacking their clients to give themselves more ammo.
"I'd rather see the flechettes beefed up than add a new weapon."
I'm sure Nerde would have a field day.
Not bad, break19, though I think your velocity looks a bit high, and the weight a bit low. You'd have to ditch either the ammo or the energy requirements, and given the difficulties of managing rapid-fire ordinance weapons, it would almost certianly need to be the ammo that gets dropped.
LQ:
the trouble is with the server needing to update its record of your ammo supply; rapid-fire weapons that use ammo would require higher traffic to and from the server, potentially making the game lag, especially for low-speed internet users. They can't REMOVE the server-side ammo inventory, because then people could abuse it by hacking their clients to give themselves more ammo.
BUMP
Well, actually, if they put some more server-side sanity checks on client integrity, then, if someone logged in with a modified client, they'd be booted, similar to what happens with most anti-cheat technology, then a lot more information could be kept client-side, this is what most multiplayer FPS games do, Enemy Territory comes to mind, with PunkBuster technology..
and yea, the weapon would probably need to be tweaked.. and the way I envision the weapon working is.. 3 or 4 show slots as the weapon comes up to full rotational velocity.. or, perhaps a 1 to 2 second wait before firing, for same reason..
Also, why are so many people saying "We dont need more weapons!@!" when, in fact, more choices for good weapons means less boring pvp encounters, because everyone has the same loadout.. BOORRRIIINNGGG
Well, actually, if they put some more server-side sanity checks on client integrity, then, if someone logged in with a modified client, they'd be booted, similar to what happens with most anti-cheat technology, then a lot more information could be kept client-side, this is what most multiplayer FPS games do, Enemy Territory comes to mind, with PunkBuster technology..
and yea, the weapon would probably need to be tweaked.. and the way I envision the weapon working is.. 3 or 4 show slots as the weapon comes up to full rotational velocity.. or, perhaps a 1 to 2 second wait before firing, for same reason..
Also, why are so many people saying "We dont need more weapons!@!" when, in fact, more choices for good weapons means less boring pvp encounters, because everyone has the same loadout.. BOORRRIIINNGGG
people say we don't need more weapons because they see only a small fraction of the weapons we curently have being used regulerly by veterin players. the falacy in that is that most of the unused weapons are phylosophicaly identicle to the ones that are used. what we need more of is weapon arkitypes. at the moment we have:
rapid-fire accurate energy weapons
rapid fire inacurate energy weapons
slow firing but extremely damaging energy weapons
slow firing but precise, and deadly perjectile weapons with limited ammunition
low velocity low damage seeking missiles
unguided rockets with signifigant proxcimity fuse
various mines
what we have none of:
burst fire weapons
rapid fire weapons with limited ammunition
high velocity and high damage seeking missiles
etc.
Cunjo,
that, souds about right, but there has to be a way to make it work, i mean crently the game has to track all the shots from our rapid fire energy weaons, tracking ammo shouldn't be an unmanagable addition. (this of coarse detends on exactly what and how the server and client communicate curently)
rapid-fire accurate energy weapons
rapid fire inacurate energy weapons
slow firing but extremely damaging energy weapons
slow firing but precise, and deadly perjectile weapons with limited ammunition
low velocity low damage seeking missiles
unguided rockets with signifigant proxcimity fuse
various mines
what we have none of:
burst fire weapons
rapid fire weapons with limited ammunition
high velocity and high damage seeking missiles
etc.
Cunjo,
that, souds about right, but there has to be a way to make it work, i mean crently the game has to track all the shots from our rapid fire energy weaons, tracking ammo shouldn't be an unmanagable addition. (this of coarse detends on exactly what and how the server and client communicate curently)
*sigh*
I'll just keep on saying this...
Make the basic gatling cannon available at level 0. It more or less fills the role of the weapon you describe without introducing the problems of RF ammo. There's no reason to re-invent the wheel.
I'll just keep on saying this...
Make the basic gatling cannon available at level 0. It more or less fills the role of the weapon you describe without introducing the problems of RF ammo. There's no reason to re-invent the wheel.
http://tinyurl.com/ptd3a
but then we're getting rid of a potentially good (after some improvement) practical weapon... so of course people are going to try and invent new things.
of course, if we did split the GC into different levels and made th ebase one available at lvl 0, then we'd be on to something good... but I still say the GC needs beefing for continued combat application.
but then we're getting rid of a potentially good (after some improvement) practical weapon... so of course people are going to try and invent new things.
of course, if we did split the GC into different levels and made th ebase one available at lvl 0, then we'd be on to something good... but I still say the GC needs beefing for continued combat application.