Thread: Capship Mod
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Old February 14th, 2005, 05:50 PM
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Default Re: Capship Mod

Problem with that is: I've added Large-Scale Gatling Cannons and Heavy Vulcan Autocannons that fire really fast... will do the supply thing tho, but remember: projectiles are relatively weak in comparison to energy weaps (especially anti-capship weaponry... 1K consistent damage on a range of approx. seven. OMFG) and you still have torps to take up the middle.
So the basic weapon usage layout would be:
-Early game: Projectile, perhaps early Torps, perhaps early Beams
-Middle game: Projectile, Torps, stronger Beams
-Late game: advanced Projectile, minor usage of Torps and large-scale Beam weapon deployment

Still a [censored] pity of the GC... realy wanted to add that Artillery. Oh well. Back to the drawing board then. Will have to make the Artillery space-based long-range heavy weaponry...
Damage(approx):
0 0 0 1K25 1K 1K 750 750 500 500 250 250 250
and:
0 0 0 0 0 1K5 1K5 1K25 1K25 1K25 1K 1K 1K 1K 1K
and:
0 0 0 250 250 0 0 0 0 0 2K 1K75 1K5 1K25 1K
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