Author Topic: Weaponry  (Read 11662 times)

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Offline Aardwolf

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Er, Trivial Pshycic, would they cause a massive chain reaction if there was an explosion within the field?
Obviously it would need to be coded to avoid such a situation, or perhaps making it a feature for smaller fields to ensure that ships near the initial explosion can't escape.  It would need to be a table option for specific types of mines.

Also, from a realism/practicality perspective: Minefields aren't designed that way. You don't want a chain reaction or your minefield is ruined. Of course, real minefields aren't meant to do serious damage to the enemy force, just to act as a strong enough deterrent that the enemy will go the long way around.

 

Offline Killer Whale

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No one have any other ideas? I dunno, an ultra-thin anti-matter beam fired at a target which causes the target to be severely damaged and creates a massive shockwave?

 

Offline Qent

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What about good old cannons? By the way, after playing Cardinal Spear I thought putting your secondaries (the huge Plasma Cannon) in your primary banks and your ballistic primaries (Vulcan) in your secondary banks was rather clever.

No one have any other ideas? I dunno, an ultra-thin anti-matter beam fired at a target which causes the target to be severely damaged and creates a massive shockwave?

Can beams have shockwaves?

 

Offline Retsof

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Well, I tried giving the hecate some Moded Infyrnoes for "super flak" but it wont shoot them.  Must be the "remote detonate flag" because they will turn and watch me menacingly but wont shoot.
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Offline Qent

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Actually, it looks like it's the "Spawn" flag. Removing the "Remote Detonate" flag didn't help, but when I removed the "Spawn Cluster Bomb Baby" part, it acted like a regular missile. I guess we can't have flak with submunitions. :( I also tried giving standard flak "Spawn Cluster Bomb Baby, 5" which was funny because the Hecate took itself down below 50% hull in a few seconds. :D

Edit: Also, if you're looking for something weighty for the Hecate to shoot, Infyrnos are way too small. You'd need the Helios model at least for it to be barely convincing.

I tried giving a beam a shockwave, but nothing happened. Although I guess if it's meant to be a powerful beam then you could just FRED it in.
« Last Edit: June 19, 2009, 01:29:32 pm by Qent »

 

Offline ssmit132

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Well, I tried giving the hecate some Moded Infyrnoes for "super flak" but it wont shoot them.  Must be the "remote detonate flag" because they will turn and watch me menacingly but wont shoot.
I remember someone saying that cluster spawning weapons on capships would only fire if there is more than one ship attacking or something like that.

 

Offline Killer Whale

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...
Can beams have shockwaves?
No. I believe only missiles/bombs can. So you might have a rapid fire missile which looks like a continuous beam. But for it to only last so long... dunno. I was really just trying to get people to start thinking of something again.

Just turn the Flak guns into missile launchers and make them fire infyrnos, that would decimate bomber wings pretty bad I'd say.

 

Offline NGTM-1R

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I remember someone saying that cluster spawning weapons on capships would only fire if there is more than one ship attacking or something like that.

Observational evidence of too many hours attacking Deimos corvettes says yes.
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Offline Wanderer

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Yeah.. turret fired normal spawn weapons will not home, and will fly only at reduced speed before detonating. And are only fired if there are enough ships attacking the turrets parent ship.
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Offline Androgeos Exeunt

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So if you attack a Lilith alone and it mounts Piranhas, it won't fire them? :confused:
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Offline Qent

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...
Can beams have shockwaves?
No. I believe only missiles/bombs can.
I have given shockwaves to primaries and flak, and they both worked.

...turret fired normal spawn weapons will not home, and will fly only at reduced speed before detonating.
By "not home" I assume you mean that they shoot out the top of the turret instead of out its barrels, which is very annoying. I am not sure about the speed, though. Piranhas and Infyrnos are very slow to begin with.

So if you attack a Lilith alone and it mounts Piranhas, it won't fire them? :confused:
Apparently so, although just two fighters is enough to make them fire.

So I just tried modifying an Infyrno to have 360-degree heak seeking, and it worked well. It seems promising for a long-range anti-fighter missile, possibly for that CAPTOR mine.

 

Offline Wanderer

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Or you could try using 'smart spawn' weapons flag... in 3.6.11...
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Offline Androgeos Exeunt

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Uh, Wanderer, we haven't even released the 3.6.10 executable yet... :wtf:
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Offline Killer Whale

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How about a beam cannon or primary that does severe EMP damage. Like OGame's Ion Cannon.

 

Offline General Battuta

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Uh, Wanderer, we haven't even released the 3.6.10 executable yet... :wtf:

3.6.11 is already being used for development.

 

Offline Qent

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How about fighter- or bomber-mounted beams for killing capships or fighters? I think TBP has some of those.

 

Offline General Battuta

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So does Inferno, I think. They should work fine.

 

Offline Dragon

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Yeah ,for the flawlessly working fighter beam it's best to check Shivans! v2.1 mod ,it has the beam cannon that should be used as template for any other fighter beams (it's the only one I seen having warmup and warmdown and unaffected by "overcharge" effect).
Tides Of Darkness and Stand Against The Night demo also use fighter beams ,but they can be "overcharged" (that means if you hold down the trigger multiple beams will start firing unless you run out of energy)

 

Offline Androgeos Exeunt

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Keep in mind that there's a difference between a mass driver and a beam cannon. ;)
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Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
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Offline General Battuta

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Who said anything about mass drivers? PERPLEXION.