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General FreeSpace => FreeSpace Discussion => Topic started by: jdjtcagle on January 16, 2004, 07:18:44 pm

Title: Another (FS1 question, request)
Post by: jdjtcagle on January 16, 2004, 07:18:44 pm
I hate the FS1 ships cap weapons. They should have something that causes damage. Could someone make a mod that improves fusion motor strength and slow down the fire rated....WAY DOWN!! My campaign I just put intercepters on cruisers and cyclops on destroyers, which turnd out really cool as cruisers were not a big factors in taking down destroyers, except the Leviathan. What do all of you think about this?:)
Thanks
Title: Another (FS1 question, request)
Post by: DIO on January 17, 2004, 08:21:58 am
i thought the same thing once, and i doubled the firerate and the speed of the gun.
then, it become extremely hard to get close even to a Fenris witout a shield.
Title: Another (FS1 question, request)
Post by: Flaser on January 17, 2004, 09:36:44 am
DIO he didn't speak of the exiting guns if I understood him correctly - the antifighter weaponry is O.K.

Ever tried actually going against a Fenris without a shield in an Apollo?

What the capships lack are actually anti-capship guns.

The Orion and the Typhon along with the Leviathan would need some new gunturrets - slow firing and slow aiming ones with a bigger punch.
Title: Another (FS1 question, request)
Post by: TopAce on January 17, 2004, 09:43:46 am
The main problem with FS1 turrets is that the Ai is using it so bad - It starts firing when the target ship is out of the firing range of most of its guns, and stops the engines. Therefore, merely a few turrets manage to hit the assigned target.

This is a reason why the Lucy had to have something more powerful if it had to destroy the Galatea or Beta Aquilae from a distance.
Title: Another (FS1 question, request)
Post by: jdjtcagle on January 17, 2004, 10:06:46 am
Quote
Ever tried actually going against a Fenris without a shield in an Apollo?

Trying right now:)
Quote
What the capships lack are actually anti-capship guns.

Putting the cyclops bombs on it was pretty cool, maybe I should put sunamis instead.:)
What I'm really asking is I going to put this in a campaign so do you think it lacks a lot of originality or is it to farfethed.:D
Title: Another (FS1 question, request)
Post by: Flaser on January 18, 2004, 03:47:17 am
Putting a bomb on a capship seems a bit dagerous - you'd rather use torpedos that steer clear of the capship right after launch.

BTW I always thought WWII style huge guns would fit destroyers before the beams come around.
Title: Another (FS1 question, request)
Post by: jdjtcagle on January 18, 2004, 10:52:36 am
Quote
Originally posted by Flaser

BTW I always thought WWII style huge guns would fit destroyers before the beams come around.

Makes since I would love to see that.
;)
Title: Another (FS1 question, request)
Post by: SP2000 on January 19, 2004, 08:26:52 pm
(http://www.g2mil.com/battleship.jpg)

Imagine seeing one of these cannons mounted on a destroyer!
Title: Another (FS1 question, request)
Post by: TopAce on January 20, 2004, 09:39:58 am
It is only up to the modellers and the artists.
Title: Another (FS1 question, request)
Post by: Havock on January 20, 2004, 12:04:17 pm
and what is the use of the "Huge" turrets on fs1/2 ships?

big blob of green/yellow/red that can't pierce the smallest of shields.
Title: Another (FS1 question, request)
Post by: TheVirtu on January 21, 2004, 09:49:55 pm
Huge turrets are more powerful versions of the little energy turret thingies. Battles between ships were pretty pathetic in FS1...waiting god knows how long for a Lilith to take out an Aten.
Title: Another (FS1 question, request)
Post by: Akalabeth Angel on January 21, 2004, 10:23:07 pm
Thing is I don't really think the Huge Turrets are mroe powerful. They have a lower rate of fire which means that even though each individual shot does more damage, with less of them fired the overall damage is more/less the same I find.