Forums » Suggestions
In any case I tend to disagree that tridents should be solo-able. A group effort is required and keeping one in a sector is actually not that hard :}
Quit whining and figure it out.
Seriously, WTF are you on dude?
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Anyway, capships do need more variety when it comes to guns and turrets. I'm not sure they would be very accurate at the ranges proposed though, even if shooting at something connie sized.
Quit whining and figure it out.
Seriously, WTF are you on dude?
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Anyway, capships do need more variety when it comes to guns and turrets. I'm not sure they would be very accurate at the ranges proposed though, even if shooting at something connie sized.
Yeah,I have my doubts as well about max range accuracy but I don't figure the weapons proposed would be much used at maximum ranges.
Just throwing my capital weapons scheme out:
Missiles should be more 'strategic' weapons in the realm of cap-to-cap weapons, so ROF would be decreased massively. To compensate, damage would either be buffed by a similar factor OR have them launched in salvos (3 per launcher if rof is 1/3 of the non-capital version). Close-range usage of these weapons would be prohibitive for the same reason as flares; if a full salvo de-shields another ship of your class then it'll certainly do the same to the launching vessel. The most range, alpha, and least DPM available to capships. Range would be out to the radar limit, probably, but using them that far out makes interception easy.
Medium-range "gun" weapons in the form rail-guns/mass drivers. Turret mounted versions would be suitable for taking out fighters at long range or finishing off a weakened capital, but you won't be de-shielding anything solo with an all-turret fit. The big-damage version would be fixed-mount (like a fighter's weapon) and have a good mix of alpha and ROF, giving DPM capable of de-sheilding the same capship class if you don't miss often. At the same time, a non-cap that dies to it is either very, very dumb or a moth full of railguns. Range somewhere inbetween missiles and blasters, described bellow.
The close range blaster option would be similar to mass drivers in that it has fixed and turret versions, but they have much shorter range and much higher ROF with similar per-shot damage. Fixed guns would have better DPM and possibly better energy usage as well. A blaster-heavy fit that gets in range of a railgun fit should beat it soundly. Range similar to current AAPs.
I think the easiest way to prevent turret guns from totally owning fighters would be to limit their tracking rate somehow, so gunners couldn't turn them fast enough to get more than a lucky shot on a competent sub-capital.
Fitting, you'd have to balance between the three. You'd probably carry some missiles regardless with varying ratios of guns:blasters based on your intended role and ship capability. At the same time, all capital weapons should also have to share space with anti-fighter armaments.
Now for my crazy fantasy weapon: nuclear-boosted lasers. Extra-massive missiles that speed to standoff range, drift for a second to align on target, then blast it with a single devastating beam for huge damage. No splash, salvos of one-per-launcher, extra low ROF, and even energy to launch them.. but damage that punches through shields entirely IF the shields are at less than 50% (or some other arbitrary number).
Missiles should be more 'strategic' weapons in the realm of cap-to-cap weapons, so ROF would be decreased massively. To compensate, damage would either be buffed by a similar factor OR have them launched in salvos (3 per launcher if rof is 1/3 of the non-capital version). Close-range usage of these weapons would be prohibitive for the same reason as flares; if a full salvo de-shields another ship of your class then it'll certainly do the same to the launching vessel. The most range, alpha, and least DPM available to capships. Range would be out to the radar limit, probably, but using them that far out makes interception easy.
Medium-range "gun" weapons in the form rail-guns/mass drivers. Turret mounted versions would be suitable for taking out fighters at long range or finishing off a weakened capital, but you won't be de-shielding anything solo with an all-turret fit. The big-damage version would be fixed-mount (like a fighter's weapon) and have a good mix of alpha and ROF, giving DPM capable of de-sheilding the same capship class if you don't miss often. At the same time, a non-cap that dies to it is either very, very dumb or a moth full of railguns. Range somewhere inbetween missiles and blasters, described bellow.
The close range blaster option would be similar to mass drivers in that it has fixed and turret versions, but they have much shorter range and much higher ROF with similar per-shot damage. Fixed guns would have better DPM and possibly better energy usage as well. A blaster-heavy fit that gets in range of a railgun fit should beat it soundly. Range similar to current AAPs.
I think the easiest way to prevent turret guns from totally owning fighters would be to limit their tracking rate somehow, so gunners couldn't turn them fast enough to get more than a lucky shot on a competent sub-capital.
Fitting, you'd have to balance between the three. You'd probably carry some missiles regardless with varying ratios of guns:blasters based on your intended role and ship capability. At the same time, all capital weapons should also have to share space with anti-fighter armaments.
Now for my crazy fantasy weapon: nuclear-boosted lasers. Extra-massive missiles that speed to standoff range, drift for a second to align on target, then blast it with a single devastating beam for huge damage. No splash, salvos of one-per-launcher, extra low ROF, and even energy to launch them.. but damage that punches through shields entirely IF the shields are at less than 50% (or some other arbitrary number).
Why exactly would an anti cappie weapon be limited to a fixed hard point, forcing aiming to be achieved by turning the biggest/slowest PC ship towards the target? When if on a turret (as you would find on any naval weapon) you could...
A. Aim by facing the enemy but sacrifice the amount of available fire power, while maintaining a smaller target area.
or...
B. Bring multiple turrets to bear, while presenting the proverbial "broadside of a barn target".
Personally, I wouldn't worry about people using any of the proposed against fighters, look at the stats... it would be like trying to hit a Valk X1 from a distance, from a Samo loaded Moth with Neutron Turret that could move with one quarter the speed of a free bus.
A. Aim by facing the enemy but sacrifice the amount of available fire power, while maintaining a smaller target area.
or...
B. Bring multiple turrets to bear, while presenting the proverbial "broadside of a barn target".
Personally, I wouldn't worry about people using any of the proposed against fighters, look at the stats... it would be like trying to hit a Valk X1 from a distance, from a Samo loaded Moth with Neutron Turret that could move with one quarter the speed of a free bus.
Actually PaKettle, none of the energy weapons are lasers; all shoot particles of some sort, either neutrons, positrons, ions, or plasma, all of which definitely have mass. The game might not require us to provide ammunition for them, but that's just because it's a game.
I'll venture a guess here, but I think PaKettle meant that capships shouldn't be solo-able from fighters or single seat bombers (e.g. Rag). I don't think he meant from another capship.
Keller, I understood that... but it still has absolutely nothing to do with the OP.
Rin, there are true lasers in Vendetta, but they aren't available and no ships use them currently, because they aren't fun.
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slime's image is a great example of what happens when you give a capship "effective and isotropic" point-defense.
Ryan, true enough. Unfortunately I think this thread's starting to wander off topic.
Okay, assuming we decide we need multiple classes of capship weapons, I would venture atm we have:
Wep Types:
1) Missile
2) Rail
3) Beam
This is the same as with the smaller ships. Just need to flesh out what actual weapons should be included in each and how the 3 sets will balance one another.
Just off the top of my head, I'd suggest ranges are:
Missile > Rail > Beam (okay, this one's obvious)
Less so would be the damage ranges, perhaps the reverse? This would give real choices about how to equip a ship and what ranges you would choose to fight your ship.
Okay, assuming we decide we need multiple classes of capship weapons, I would venture atm we have:
Wep Types:
1) Missile
2) Rail
3) Beam
This is the same as with the smaller ships. Just need to flesh out what actual weapons should be included in each and how the 3 sets will balance one another.
Just off the top of my head, I'd suggest ranges are:
Missile > Rail > Beam (okay, this one's obvious)
Less so would be the damage ranges, perhaps the reverse? This would give real choices about how to equip a ship and what ranges you would choose to fight your ship.
As far as beam weapons go, it might be worth considering tying damage to the available energy.
For my money, the problem with beam weapons is that they travel distance instantly, which we know is tied to accuracy in the vendetta engine. That's why blasters with more speed like the AAP are the weapons of choice, but also why beam weapons are totally broken.
Perhaps a beam weapon that you point in a direction in space, it charges and then lets of a pulse in that location (i.e. making it require prediction) would be a non-retarded implementation.
Perhaps a beam weapon that you point in a direction in space, it charges and then lets of a pulse in that location (i.e. making it require prediction) would be a non-retarded implementation.
Beam weapons would be fine as forward-facing main armaments on capital ships. They're big and slow enough that fighters can stay out of the way. Turret mounts on them would definitely be unfun. For a live-fire demonstration, jump into the training sector.
Bring on the Wave Motion Gun!!!
If they did have them forward mounted on capital ships it would be hilarious the times you actually manage to nail a fighter with it. mega lulz.
+1 to create a beam main gun, similar to Yamato's wave motion cannon, requires aligning the capship to aim, charging time, slow reload, etc...
+2 to leave turrets with smaller guns, since they're much more agile. Indeed, we need FLAK turrets, for area supression...
Remember?
+2 to leave turrets with smaller guns, since they're much more agile. Indeed, we need FLAK turrets, for area supression...
Remember?
+ 1 to flak.
-1 to not having turreted anti cappie weapons.
+1 to front mounted beam weapons.
-1 to not having turreted anti cappie weapons.
+1 to front mounted beam weapons.
Yeah, the ever-suggested FLAK turrets! There's a reason we don't use them anymore in the 21st century and have guided missiles instead. Heck, they're even working on beam cannons!
so, ARF, you say that missiles allways work in VO? And can be used against incoming ordnance? And also against multiple attackers flying erratically at once?
Or does beam weapons do that?
finally, Flak Turrets are COOL
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Going entirely OFF-TOPIC, i just foind an interesting reading, related to weapons in space:
http://tvtropes.org/pmwiki/pmwiki.php/Main/ArbitraryMaximumRange
http://tvtropes.org/pmwiki/pmwiki.php/Main/FrickinLaserBeams
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Or does beam weapons do that?
finally, Flak Turrets are COOL
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Going entirely OFF-TOPIC, i just foind an interesting reading, related to weapons in space:
http://tvtropes.org/pmwiki/pmwiki.php/Main/ArbitraryMaximumRange
http://tvtropes.org/pmwiki/pmwiki.php/Main/FrickinLaserBeams
</OT>
Good idea, Ryan. Cap main armament would be like charge cannons then. You'd have to make a choice between unleashing a lot of pain vs being to get out of the way.
I agree it'd be cool if we had point defense weapons. I'm really surprised that VO hasn't implemented them already.
Turreted missile launchers!!! Either the smaller swarm types we're already using (and the NPC frigates use constantly), or single missile capmissile launchers.
Sounds like we basically have 2 directions to go here: A) Frigates are anti-capship platforms, or B) Frigates are mini-carriers carrying anti-missile and anti-fighter weaponry.
I agree it'd be cool if we had point defense weapons. I'm really surprised that VO hasn't implemented them already.
Turreted missile launchers!!! Either the smaller swarm types we're already using (and the NPC frigates use constantly), or single missile capmissile launchers.
Sounds like we basically have 2 directions to go here: A) Frigates are anti-capship platforms, or B) Frigates are mini-carriers carrying anti-missile and anti-fighter weaponry.