Author Topic: Capship weapons features  (Read 1368 times)

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Offline mr.WHO

  • 29
Capship weapons features
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.

 

Offline karajorma

  • King Louie - Jungle VIP
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  • 214
    • Karajorma's Freespace FAQ
ZylonBane's Beam FAQ should contain almost everything you need.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline mr.WHO

  • 29
I also need a laser and missile turrect features.

 

Offline magatsu1

  • 210
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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Offline mr.WHO

  • 29
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.

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
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!
The Trivial Psychic Strikes Again!