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  #31  
Old April 16th, 2003, 09:29 AM
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Default Re: New Weapons

Quote:
Originally posted by Xaren Hypr:
Another component-specific weapon (tho not currently do-able, unfortunately):

Religious Talisman-only Missles...yes/no?
Actually, it is do-able. Just give the religious talisman the "boarding defense" ability and the missile the "damages only security stations" damage type or somesuch. Now you have a weapon that can target the massed biosigns of defenders or acolytes attending the sacred relic.
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  #32  
Old April 16th, 2003, 09:52 AM
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Default Re: New Weapons

I don't know if any of you here have ever played Tribes, but if you have, I would hope that you had a chance to play the SHIFTER mod before the games all became inundated by frelling cheaters.

The Rail Gun was my weapon of choice. If I aimed at you, you died. No BS, just one shot one kill. If you were lucky, and some were, you were zoomed in on me and pressed your triger a hair second after I did and were witness to my accuracy as your lifeless body fell from the field of play. Yes I was indeed guilty of many Atrocities in that game from a high kill score of 255 kills in one 30 minute game, to newbie fraging on a grand scale. Oh the wonders of the Rail Gun and those who knew how to weild its deadly power.

I honestly miss playing Tribes so very very much. It is one of only four games that I have requested that I be buried with when my time comes. I will never be able to explain why I love that game so much, why any of the million Tribesmen do, but I will say this, we are a rabid bunch of gamers and we were a grand multiplayer universe long before half-life and counterstrike stoled our support from Seirra.

I hate cheaters and I especailly hate them more so now than ever before for having reduced my beloved Tribes to little more than a pointless and futile act of auto aim and hacker cheat emporum.

Death to cheaters! Long Live Tribes! And SEIV two.

Tribes was the first game I have ever played that I played for twenty four hours straight without even realizing it. And I did this with my friends on more than one occation. Now my friends have all gone their own ways, and none of them play SEIV or Tribes any more.

Why did you have to mention Rail Guns? Now I will go to bed tonight feeling depressed. It is a lonely feeling to be the Last man standing on a mighty battle field. No more wars to fight no more glories to seek, and no more enemy flags to cap. The life, the challenges, the adventure, the team work, the strategy, the passion that was Tribes/Tribes 2 are lost to me now. Oh how I miss my mighty Rail Gun.
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  #33  
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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  #34  
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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  #35  
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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  #36  
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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  #37  
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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  #38  
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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  #39  
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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  #40  
Old May 18th, 2003, 11:33 PM
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Default Re: New Weapons

Is there any way that burst effect weapons could be modded. A variety of weapons that have burst effects that can damage a multiple of close proximity ships with low damage, or something that pushes ships apart like the worm hole beam. Good way to break up formations.
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