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Re: Fire Rate 0
I wonder if you could set it to .5 so that a weapon would fire twice per turn? Also .33, .25, .2 etc. I don't think numbers like .8 or 2.3 would work. They would likely just round up.
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Re: Fire Rate 0
Fractional fire rates do not work. You can either only fire once in a round, or an infinite number of times (subject to supply constraints). With its real time combat engine, SEV should allow far finer gradations of firing rates.
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Re: Fire Rate 0
You know, I have always been interested in modding the weapon from enders game. The one that generated a field in which subatomic particles could not bond. I think a fire rate 0 weapon would work nicely, throw on unlimited Multiplex, and anything within range dies...
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Re: Fire Rate 0
Only problem with that is that weapon is supposed to affect friendlies as well.
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Re: Fire Rate 0
yeah, and its not everything within range of the firerer. its everything within range of the target.
just cant be done, in SE4. unless with some sort of alegiance subverter, super-weapon, self-destruct combo. but we cant script things. maybe in se5. |
Re: Fire Rate 0
You know, this could get interesting with a tractor or repulser beam. "This device creates a strong omnidirectional gravitational effect, causing all enemy ships within range to move to/away from this ship." I just hope the AI is smart enough not to shoot it at ships that have nowhere to go, or no more than once at any given ship.
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Re: Fire Rate 0
haha man that would fun to watch....but think about a 1500k ship with 2 of those and bridge n all that so it takes 500 and than 1000k on supply lvl threes u can fire a long like taht espiccialy w/ a quantum reacter. I think the ship would own.:-p
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Re: Fire Rate 0
Negative, the weapon would just have to be mounted on a drone. It can be done.
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Re: Fire Rate 0
oh man dreadfull. hehe that would be a nice one to pull over a guy that doesnt know fire rate is 0. lol
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