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Re: Devnull Mod Gold: updates and discussion
umm rollo, IB doesnt make sense. Since it is a particle bombardament weapon (as most other beam weapons are) it should make at least full damage to shields. What you can do is give it incredible combat bonuses.
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Re: Devnull Mod Gold: updates and discussion
i like GHB, its a realy understimated weapon.
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Re: Devnull Mod Gold: updates and discussion
I never use GHB because of its rapid damage drop per distance. There are better weapons for long and/or short distances. Maybe someone is using this beam very efficiently but I just cannot find room for it on my ships. http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Devnull Mod Gold: updates and discussion
I always viewed the GHB has a hideous weapon able to rip ships to shreds in a single bLast. Just the name Hellbore says enough. A doubling of damage done at all ranges and "ignore all shields" would seem more in order for a 60 ton, ROF 2 weapon that has an expensive research cost. This is a second generation weapon, like the High Energy Class Weapons, and should be quite a bit better that APB & DUC, etc.
I view the HEW the same way. It is a high research cost weapon that should be considerably better than normal beam weapons. Ripper is Ok as is. Incinerator Beam should be ROF1 with a tonnage of 50 and its current damage. Of course I also think PPB should be a 40 ton weapon like other "specials" due to its special attack. |
Re: Devnull Mod Gold: updates and discussion
Umm, no. Gravity weapons are a welcome tech tree as some players advance to Astrophysics 2 early on (to get sensors, null-space, whatsnot). This weapon indeed has a rapid damage drop, but when you make the ship well (on max-tech a battleship can be virtually invincible - absolutely destroys enemies in no more than 2 shots... and its design is easy to get in non max-tech game)
it is an understimated weapon. It is a weapon for planets and bases, but especially for those little nasty sats and/or bases and/or ships guarding WPs. Does low range mean anything to you? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Devnull Mod Gold: updates and discussion
At close range you're better off with Ripper Beams- more damage. You can fit three 50-damage ripper beams on for every hellbore, giving a +5 damage advantage. The rippers don't drop damage, either, making them more suitable for weapon-platform and base mounting.
Phoenix-D |
Re: Devnull Mod Gold: updates and discussion
Yes, Rippers are best for close distances with RoF 1 and being not very heavy.
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Re: Devnull Mod Gold: updates and discussion
In Proportions, Graviton Hellbore has an ability "skip all shields" that makes some sence (it violently shakes ship' hull). It still has relatively low damage/kt and is not overpowered by any means.
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Re: Devnull Mod Gold: updates and discussion
When is a new Version of Dev Null Mod coming out? I am thinking of starting a PBW game since there seem to be so few DNM games currently available.
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Re: Devnull Mod Gold: updates and discussion
Well, I finally got up the courage to post my attempt to create a mod based on DevNull. Here is a copy of the announcement:
Here is the current (6Feb2003) Version of the Monsters vs Galactic Patrol Mod: 1044560754.zip This mod is based on DevNull v1.70. There are 2 main changes: </font>
It is playable in 3 different styles: </font>
</font>
GP players will find the unbalancing advantages at the end of the various research tree's. Miles (miles@cc.usu.edu) |
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