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  #1  
Old April 16th, 2003, 10:48 AM
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Default Re: New Weapons

tribes...great game...don't own it, though.in both senses of the word.
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  #2  
Old May 16th, 2003, 04:55 AM
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Default Re: New Weapons

Quote:
Originally posted by Loser:
"Shove": super cheap, super small repulser beams that can only target seekers, fighters, and maybe drones. They have short-to-middling range (six, maybe), but push about twice that far.
I'm pretty sure you can already mod this, like so:
1) Have an ordinary PDC
2) Mod Damage Type from Normal into 'Pushes target'
3) Mod range to 6
4) Mod 'Can Target' to seekers/fighers/drones
5) Set damage values to however far you want to fling the seeker/fighter/drone...personally, I'd make damage be less & less as the range increases.
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  #3  
Old May 16th, 2003, 11:35 AM
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Default Re: New Weapons

Personally, I'd like to see more missile mounts, like in MOO2 - armoured, ECCM, etc... This way they wont' become obsolete so early in the game.
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  #4  
Old May 16th, 2003, 03:41 PM
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Default Re: New Weapons

Check out P&N for repulsor PDCs.
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Old May 16th, 2003, 06:38 PM

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Default Re: New Weapons

Quote:
Originally posted by Pedronius:
Personally, I'd like to see more missile mounts, like in MOO2 - armoured, ECCM, etc... This way they wont' become obsolete so early in the game.
How about smaller "swarmer" missiles, with a lower payload, but harder to hit, and a higher refire rate?

I would like to see the following sort of dynamic:

Laser PD: Long range, high accuracy, low damage
Kinetic PD: Short range, lower accuracy, high damage
Missile PD: Medium range, moderate accuracy, medium damage

Or that sort of thing, anyway.

Meanwhile, a hardened missile would be capable of taking numerous hits from a Laser PD without being destroyed, but fall prey to a Kinetic defense with just one shot, maybe taking two shots from a missile defense to destroy it. Swarmers would die to everything easily, but only if they hit, and even then, only one at a time. The Laser PD would be the only truly effective defense against such a barrage. Meanwhile, fighters would be easy prey for the missile defense, harrassed by the laser defense, and in extreme danger from the kinetic defense.

Just some thoughts, some of it has undoubtedly been done before, but hey.
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  #6  
Old May 16th, 2003, 06:55 PM
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Default Re: New Weapons

Maybe what this game needs is MOO weapons converted to SE4. Maybe slight tweaks to existing weapons. Why should race A's DUC be just like race B's DUC. I would think each race was able to slightly modify their own weapons with a little more research. Slight tweaks like Auto Fire, Armour Piercing, Range difference, Miniturization, slight speed differences in Missles. Despite MOO 3's problems, it did have more slight variables for it's weapons.
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  #7  
Old May 16th, 2003, 07:07 PM
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Default Re: New Weapons

With my Tech gridder, you can now do that in minutes

See the tech-grid-mod for an obvious example.
Fyron's Adamant mod is including grid techs as well.
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