Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mr.WHO on September 12, 2004, 04:20:12 am
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As some of you could see , the FS2 mod for Homeworld 2 is back in progres. But they have a serious problem with ballancing capship weapons.
They need to know about every capship weapon in the game:
- it's range
- it's power
- how long they are firing ( for beams)
- how long does it take to fire again
- does it fire on fighters or capships or both
Post info here, Thanks for help, aahh... I'll say them who gave me those info so you don't need to afraid that I'll steal your work.
Thanks again.
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ZylonBane's Beam FAQ (http://home.att.net/~clay.h/fs2/beamfaq.htm) should contain almost everything you need.
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I also need a laser and missile turrect features.
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IIRC the only cap-ship to cap-ship missiles are the Terran Flux Mortar and the Vasudan Flux Cannon (or something like that) Range is quite high, probably the same as beam cannons.
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Fusion Mortar, Magatsu1 :)
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Yeah, but what about fighter killer, bomber killer, cluster bombs, terran turrect (normal and huge), and shivan turects?
And I almost forget agout flack cannons.
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Fusion Mortar, Vasudan Flux Cannon, Fighterkiller, MX-52, and Shivan Cluster make up cap-ship primaries. BomberKiller is not original... I remember seeing it in the Inferno tables. Turrets include Terran Turret, as well as weak and huge versions. Shivans have Shivan Turret Laser, Weak Turret Laser, and Megafunk Cannon. All other primaries and secondaries are fighter-mountable, with the exception of beams of course. The Port also includes standard and huge versions of a Vasudan turret. That should do it.
Later!
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http://freespace.volitionwatch.com/fs2/fred2/tables/fs2weaponchart.shtml
This has everything i can think of
good luck