Forums » Suggestions
Needs More Beef
Does anyone else find it rediculous that twho HACs can duke it out forever and never succeed at taking eachother's shields down?
HAC guns need more beef. If you're concerned about balance becoming an issue, then you can beef the giant orange hurt balls the teradons throw, too.
HAC guns need more beef. If you're concerned about balance becoming an issue, then you can beef the giant orange hurt balls the teradons throw, too.
nooooo!!
lower the recharge of the sheilds but give it more health
lower the recharge of the sheilds but give it more health
no HASs need missile batteries similar to the ones on vaygr battle cruisers
and make the missiles slow and target able like 55 m/s and make them the size of two observers stacked together
and make the missiles slow and target able like 55 m/s and make them the size of two observers stacked together
I was thinking they need an incredibly heavy straight firing beam weapon that can only fire once every 2 minutes but fires for like 10 seconds and deals ridiculous damage to anything in its path.
Then it is deserving to its "Heavy assault" name
Then it is deserving to its "Heavy assault" name
I like that, CrazySpence.
I suggest that HAC's have the yellow balls of doom replacing some guass turrets at key areas, much like the teradons now.
I think HACs are fine now. If you consider they may have the carrier role in the future.
If they are going to stay cruisers, give them a main gun, even if just the YBoD (yellow balls of doom).
If they are going to become carriers, leave the weapons as is and lower the shields.
If they are going to become carriers, leave the weapons as is and lower the shields.
i like that missile idea the best,and ive heard inc say thats what he wants to do
lol the beam thing is EXACTLY like the higgaran battle cruisers
i like the heavy missile battery better it would be a targetable subsystem like the turrets and
Lturrets have Waaayy too much armour
i like the heavy missile battery better it would be a targetable subsystem like the turrets and
Lturrets have Waaayy too much armour
and the glowing balls of death are way too powerful!
Hiigaran...
The large, massive damage-dealing beam weapon would be my favourite, too.
The large, massive damage-dealing beam weapon would be my favourite, too.
Back to Cunjo's statement:
Before the shields, two HACs would tend to get close, strip each other of all turrets that were in line of sight, and then sit there waiting for something to come along and finish them off. At least now some outside intervention is required to turn the battle one way or the other. Beefing the Gauss turrets up will just bring back the old scenario.
Definite agreement on a long range weapon to establish a standoff distance from enemy ships, but first we need something (AI or player) that knows how to navigate for best effect. Long range missiles or beam weapons won't change things if the ships still insist on slow dancing.
Before the shields, two HACs would tend to get close, strip each other of all turrets that were in line of sight, and then sit there waiting for something to come along and finish them off. At least now some outside intervention is required to turn the battle one way or the other. Beefing the Gauss turrets up will just bring back the old scenario.
Definite agreement on a long range weapon to establish a standoff distance from enemy ships, but first we need something (AI or player) that knows how to navigate for best effect. Long range missiles or beam weapons won't change things if the ships still insist on slow dancing.
Aye, the navigation changes need to come first, but once/if they ever do, I anticipate 2 weapons being added to the cap arsenal.
-Long range and slow reloading ship-ship missiles for cap vs. cap.
-Flak guns to deal with light fighters.
-Long range and slow reloading ship-ship missiles for cap vs. cap.
-Flak guns to deal with light fighters.
^^
/dig Ghost's post
although I would suggest missiles as anti-fighters and some type of rocket/cannon for ship-ship
Par example, and because daydreaming #s is fun:
Anti-fighter missile
20s fuel
85 m/s velocity
20m prox radius
4k damage
10s reload
Heavy Assault Cannon
15s duration
350 m/s velocity
80k damage
2 min reload
both these weps would have a splash. Why missiles for fighters and cannons for cap ships? Because caps cant hit jack with their gauss and other cap ships provide a larger target. The missile thing in combination with gauss would provide an effective fighter deterrent (easier to dodge than a swarm i'll warrant) without killing framerate with a swarm of particles.
/dig Ghost's post
although I would suggest missiles as anti-fighters and some type of rocket/cannon for ship-ship
Par example, and because daydreaming #s is fun:
Anti-fighter missile
20s fuel
85 m/s velocity
20m prox radius
4k damage
10s reload
Heavy Assault Cannon
15s duration
350 m/s velocity
80k damage
2 min reload
both these weps would have a splash. Why missiles for fighters and cannons for cap ships? Because caps cant hit jack with their gauss and other cap ships provide a larger target. The missile thing in combination with gauss would provide an effective fighter deterrent (easier to dodge than a swarm i'll warrant) without killing framerate with a swarm of particles.
A HAC's Gauss isn't necessarily effective at destroying enemy fighters, but they definitely make it tricky for a one to land hits in return. A captain who keeps his ship rotating can easily keep off pesky fighters.
But whatever weapon the HAC has in it's arsenal, it'd better be extremely reusable, or the ship wouldn't have as much value in assaults. My understanding of the term Cruiser, is that they could travel long distances without resupplying, and harass the enemy's supply lines, etc. Rockets would be fine for fighting on defense, but if you're going to head into enemy territory in a ship that moves as slow as the HAC, you'd either want to have *alot* of ammo on board, or purely energy based weapons.
Or... fighters. A few players on board with some bombing style weaponry could help bring down some shields. Maybe the HAC's will start stocking NPC bombers with Chaos Swarms, or something?
But whatever weapon the HAC has in it's arsenal, it'd better be extremely reusable, or the ship wouldn't have as much value in assaults. My understanding of the term Cruiser, is that they could travel long distances without resupplying, and harass the enemy's supply lines, etc. Rockets would be fine for fighting on defense, but if you're going to head into enemy territory in a ship that moves as slow as the HAC, you'd either want to have *alot* of ammo on board, or purely energy based weapons.
Or... fighters. A few players on board with some bombing style weaponry could help bring down some shields. Maybe the HAC's will start stocking NPC bombers with Chaos Swarms, or something?
*sigh* I guess I should dig up that older thread on cappie armaments once again.
I'm just talking about beefing the damn guns here.
I realize that the teradons are designed to take out HACs, but ffs, they shouldn't be able to do it on their lonesome without even taking any damage. The HAC weapons are laughably weak considering their purpose.
Frankly I think they should be a lot more powerful, and a lot more inaccurate (variance in firing vector) so they're only effective on large targets (i.e., they can't shoot fighters except by freak accident, and would only succeed in pummeling hull when aiming for other turrets.)
Yes, we also need lighter weapon turrets to address fighters, but that's discussed in the other thread.
I'm just talking about beefing the damn guns here.
I realize that the teradons are designed to take out HACs, but ffs, they shouldn't be able to do it on their lonesome without even taking any damage. The HAC weapons are laughably weak considering their purpose.
Frankly I think they should be a lot more powerful, and a lot more inaccurate (variance in firing vector) so they're only effective on large targets (i.e., they can't shoot fighters except by freak accident, and would only succeed in pummeling hull when aiming for other turrets.)
Yes, we also need lighter weapon turrets to address fighters, but that's discussed in the other thread.
anybody who is playing vo and is enjoying it go pick up Homeworld 2 its its like VO but RTS style
http://www.youtube.com/watch?v=F_2HHmJzvD0
some great clips of figting in what i believe to be the best RTS ever
http://www.youtube.com/watch?v=F_2HHmJzvD0
some great clips of figting in what i believe to be the best RTS ever
also the music is from my old favorite rts oh man i love C&C
you could just add a ton of gatling turrets to the hac that would help it shoot down fighters and give it enough oomph to take out the sheilds, also the big orange death balls should be boosted some too, for some reason i always thought of them as something ment to be unique to the teredon for dealing with hac's. the teredon can keep itslef exposed to a minimal number of the hac's turrets while shooting the orange clouds of death at the hac, while using its numerious agt's to keep fighters at bay. perhaops the hac's need the orange fire balls only restrict them to fireing foward only, verry little autoaim on them 5 degrees maybe that will still give a well piloted teredon a chance in hell.
while on the topic of modding the capships what about the trident, it's only cool feature is the docking bay, perhaps the turrets it has should be replaced with some kind of twin gatling weapon and a few more turrets added perhaps 2 on each wint top and bottom, that would all but eliminate the blind spot it has. perhaps the trident could get some kind of anti capship beam weapon or a fancy foward fireing railgun (30k damadge i guess) this would allow it to possibley be used for piracy agenst convoy moths once they become available for player purchase.
while on the topic of modding the capships what about the trident, it's only cool feature is the docking bay, perhaps the turrets it has should be replaced with some kind of twin gatling weapon and a few more turrets added perhaps 2 on each wint top and bottom, that would all but eliminate the blind spot it has. perhaps the trident could get some kind of anti capship beam weapon or a fancy foward fireing railgun (30k damadge i guess) this would allow it to possibley be used for piracy agenst convoy moths once they become available for player purchase.