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December 28th, 2005, 08:40 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Weapons Prospects
If you have multiple PD weapons on your ship they fire in a stagger pattern.
If you increase the shot speed of the PD, then the first shot will have a chance to hit the target before the second PD cannon fires a fraction of a second later.
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December 28th, 2005, 10:29 PM
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National Security Advisor
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Re: Weapons Prospects
I've had a hard time doing that without making the PD overpowered or hitting the "magic speed" where projectiles tend to randomly explode.
That's why I was going for PD beam weapons..
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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December 29th, 2005, 04:02 AM
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Corporal
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Re: Weapons Prospects
Well, you could have long-range countermissiles, then medium and short-range point defense guns.
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December 30th, 2005, 03:05 AM
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Shrapnel Fanatic
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Re: Weapons Prospects
The easiest way is to just use very-rapid fire guns that do very little damage.
Then if you waste a shot firing at a missile that is about to die from a previous shot, its no big deal... only 1/5th of a second and 2 damage points wasted, rather than 1-2 seconds and 30 damage.
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December 30th, 2005, 03:52 AM
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Corporal
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Re: Weapons Prospects
Ehhhh...Usually I wouldn't mind, but HW2's Point Defense Systems told me what would happen if you used a bunch of them (framerate cries for mercy). Plus, the tired system is a harder challenge
Of course, using a few wouldn't hurt. The concern may lie that it could be too effective.
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December 30th, 2005, 02:04 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Weapons Prospects
I suppose it depends on your video card, but the pirates in my P&Nism mod use 200ms, 6 damage meson blasters as anti-ship weapons.
Looks somewhat like a starwars battle, and dosen't even dent the framerate. Each bolt is only 2 polys.
I also don't see how a tiered system will help very much.
All the weapons will still be firing on the nearest incoming seeker. You only get an advantage if the Tier X weapons kill the first missile before it reaches Tier X-1, AND if the Tier X PD has a very long reload time, such that the second missile reaches X-1 range long before Tier X can fire again.
You still need to make the shots move very fast, which solves much of the problem with stock PD already.
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January 4th, 2006, 03:38 PM
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Corporal
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Re: Weapons Prospects
My game just miraculously started working last night. I tried implementing one of my weapons by adding the text to the main components file and adding it to the terran stores...but I believe I left something out, because it won't load the campaign.
(I made a copy of the first campaign and named it "Campaign 1 - Homefront2" and am using that)
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