Suggestion for new guns

There are 48 replies in this Thread. The last Post () by Miss Trinity.

  • lol :D

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  • ha ha, you misunderstand my desire...as a player in a game, I like to exploit the full potential of my fighter just as much as any other person. I will work for every opportunity to give myself an edge in combat. I've looked at and tried almost every VHF out there to figure out which one is the best. The fact is, there is no BEST fighter. There are a whole bunch with slight variations that allow each person to pick one they like without feeling like they are giving up a competitive advantage.


    [example] if OP made the Redemption a PC fighter, I'd go out and buy one right away. It carries 6 class 10 guns, has 20% more armor, it's 12% faster and it's about 15% more maneuverable than any other VHF in the game. In the hands of equally skilled pilots, a Redemption would give a clear advantage. As a player would I like one? He** yea...Do I think that it would be a good idea for OP to add it to the game? NO. If he did that, then soon everyone that wanted the best would be flying Redemptions and then we'd all be asking OP to create a Shroud Mk2 and a Saracen Mk2, etc.


    [BACK ON TOPIC] are these guns kool and well thought out? Yes, he put a lot of thought into their design and I think they'd add variety to the game. Most of these guns, or at least the essential diversity, exist already in class 9 guns. If we want more diversity in weapons choices without giving up the competitive edge against our opponents...why don't we look at the reason(s) that the diversity has been limited already? PPC & Coali Gatling. They deal out almost 3000 points of damage/second, have a 1500K range and a muzzle velocity of 1000K.


    Wasn't the Coali Gatling even more powerful before? There were two choices, lower the power of the C.G. or raise all of the other weapons up to match it. Which one happened?

  • The gattling was brought down, but there are still some things to be worked out with it (it still packs a whallop and some believe it performs better than the stats suggest). One mustn't leave out the codenames in this discussion though. There are more than 10 types of Lv 10 gun and all people ever talk about are gattlings and PPC. People must realize there are a lot of heavy-hitting guns, you just have to go out and find them (it'll save you millions on cost, btw).

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  • yeah, the codenames are great. they're more balanced against the lvl 9 guns though too. They weren't created to replace dogfight weapons, but for a different purpose.


    Each has a flaw. all over them have lower muzzle velocities (600-700). The also have shorter ranges (600-700). Average damage (=rate of fire x damage) usually comes in around 2400, versus almost 3000 for the PPC/GC guns.


    These slower, heavier projectiles are best used against cap ships or freighters. They are really tough to use in PVP dogfighting...if you can do it, then I tip my hat to you, because I can't :D


    This leaves room for two loadouts...LVL 9 guns for dogfighting and LVL 10 codenames for smashing big slow targets.


    By creating guns that have more power than codenames and are actually better (faster & longer range) in dogfighting than lvl 9s, this creates a situation where you don't have to compromise or make decisions about how to load your fighter. Because the best gun for busting cap ships is also the best gun for dogfighting.

  • Imao it all comes down to skill. I use codename weps and I almost never loose to anyone sporting all gattling or PPC loadouts. It's about learning how to use the weapons you have, how to lead the appropriate distance, and how to evade your enemies. Having the best guns helps, but in the end it's the better sharpshooter who wins the day.
    [wayne]

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
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  • i want that torp and some super guns say 10k hull 5 k shield with power usage of 10 !!NOT!! seriously though we dont need new guns yes we have powerful guns in game however there hard to get and expensive yes all clan members have them but for the freelancer there a prize cause we earned em

  • In the middle of greate war .. the few ppl who was stand upon the hate and was think theys heart was make seecred
    brotherhood and they swear to serv odl knight code ..before the exodus from homeland earth they make they own sleeper ships called "cammelot" and fly to search for new home .. they find system with two suns one almost death called DAWN and second almost so young ass sol called DUSK .. there was 7 planets 3 on orbit of dawn and 3 on orbit of dusk and one on orbit dusk and dawn .. this planet was just eden beaouty and almost perfect and the call it HOME
    .. theys new home system they call avalon planets was got names of knight's of king arthur for all ppl from they new home know why they are here and what is they destiny


    they start from scratch to make cyvilisation who they can be proud of .. with no home wars and with no hate .. but they was know theys old fatum .. the humanity and theyr wars will someday find avalon and tr to destroy it .. so they make tehnology diferent thet any one from sol see before .. they never was wanna to destroy .. so theys weapons was defense style ... .. when in avalon was find a wrecki of strange ship with no human aboard only alien life form they know thet the day of war is near .. thet was know thet if they will wait they will be in crossfire .. so they decide to atack first ...



    ships from brotherhood "BOEA" ( brootherhood of eternity avalon) i will add it in next few days with weapons ...


    i know is offtop but when i start to write this i think aboute new weapons only but now i see is story for new mod lol

  • I think that the new Tiz should have the same stats as the PPC. Of course it should bust shields, not hull ^^

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  • Ok....I know this isn't exactly a gun, but hear me out before you start flaming...


    At the moment the current array of missiles is very limited - one relatively short-range slow-moving round, that may or may not have decent guidance (depending on the type), which is not particularly good for taking on multiple lighter, faster moving enemies (such as DK light fighters).


    I would like to suggest that a "new" type of missile be developed: Multiple, fast moving rounds, with virtually no tracking abilities, and low damage per individual round (similar to a hellfire rocket system).
    Basically, when you fired one "missile" this would let off multiple warheads at the target, with upgraded systems allowing for more warheads per shot and/or more damage for each individual warhead. Also a "spread" on this warheads would be needed to stop this being "just another super-weapon"
    Against individual fighters this system would be virtually useless, as only a small percentage of warheads would strike their intended target. However, against (for instance) DK light-fighter swarms this system would give you a better chance of survival.



    btw - I'm not even sure if the multiple-warheads bit could even be done with the current FL engine..... (or without increasing the ammo limit massively - something I don't think should happen)

  • possible but hard to realize

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  • i think the idea abotu new guns is gr8....


    but well, i think the texture of the gun should be the same offcourse.... BUT the Class 10 guns should have other colours, like the MK2 guns do... also they could be called different than the FL names... then there would NOT be Class 10 guns, like Skyblast C, or Salamanca MK3... there would be instead of em tottaly NEW guns...


    about the colours isnt hard to choose, just pick a colour and it will be ok... for example:
    Light Blue Firekiss
    Violete Kraken
    Dark Blue Tiz
    realy realy RED Skyblasts


    that would give to a fighter the chance to choose, and be pretty original with his setup, becouse there are guns like Coallition gattlings and PPCs, that mot ppl use... offcourse there are MK2 guns, that are cool, but no matter what guns do u choose, they are still cannons with refire rate 3.03 or 2.00, what doesnt make a big difference between them, differense is that some guns are stronger, and some faster, some just look better out, what doesnt give u the option to choose the better guns for ur personal style of fighting...


    offcourse only if u use Nomad Blasters, or class 9 guns, or perhaps all missiles ::P

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  • As a random thought, I remember in 1.6 how the Coalition Gattlings looked really cool on their hardpoints. I was wondering if gats would be better off with that old look, a doubled refire rate, and half the range?

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
    Built 88 chars between DC, BD, UAC,
    STC, and freelancers. Ashes to ashes, alas? D:

  • I missed the 1.6, but I have to agree with Dracon. The coalition gattling should work like a GATTLING weapon (at least just for it's name), aka. high refire rate but reduced damage output. Would be a good idea to restat some weapons to make different high ends, like coa. gattling = high refire/lower damage, phoenix lower refire/higher damage and so on.


  • talking about Gattlings.... OP why you didin't left old gattlings from 1.57?



    and were could be PPB - Pheonix Project Blaster.....

  • coz they lagged the server

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • They still do lag the server. It's the sound effect imao.

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
    Built 88 chars between DC, BD, UAC,
    STC, and freelancers. Ashes to ashes, alas? D:

  • Just to say, colours made gats with high refire, low damage that didnt lag the server, u might wanna ask them 4 help if ur trying to do the same.


    Dark Hunter

  • i dunno if its posible 2 make but who play x2 the threat ??
    if u play u remmeber this nice ion cannons ??? the stream of particles who stick to any material things in space and looks like lighting jump from targwet to target is demage only shields and electronics (in x2 ) no hull demage
    it was be nice to c it in cf ... and i think aboute energy wepon who must cumulate itself before shoot like lasers in star trek
    .. or wepons what make blast raadius not single shoot like gfu in x2 .. u shoot and the energy fly on maks distance and there is explode hurt anythink in blast radius .. ( posibly i dunno how to tell this in english ) auto trackin turets ??? if ship got back turret like eagle who use it anyway ?? me ?? shure not maybe auto rocket def system ??? rocket vs rocket ?? auto cd rocket system or special any misles misles ???
    multi phase guns who dont interact with shields but atack hull not hurt shields ???? acid guns ?? one hit it stick to hull and make demage by few seconds ??? emp guns / rockets/ trps immobilazing ship for second or 2 or demage ships engines so is sitting duck for few secodns ??
    absorbing shields shields ?? trow part energy demage in to
    energy for guns or shields ???? grav anomalie projectors ?? make litlle black hole and suck all in radius for secodn make biig demage or eaven destroy ships ( but must really suck into it be looks greate) few ideas for equip ..
    combat hud upgrade make everythings looks like from lines to u ce enemy in any background dust or anything ( is really thing air and land forces use it ) but u can only use it in fpp not in tpp .. the energy stream controler more energy to shields of cost of wepons energy .. or more energy to wepons of cost of shields or ore energy to engine of cost shields/wepons ?? is really greate idea ..
    temp instabilyty projector ?? to use it u must stand in place for maybe 30 seconds with off engines and use of it off your shields .. but u are invicible when is onn ( but if u onn engines or move u are vicible again ) and no one cannot detect u without fallout detectors( propably wrong name but is aboute falluot off energy or atoms u know lol )
    fallot detectors can show trace of ships in space eaven 3 minutes after they fly .. so u can hunt dk or nomads in theyr systems beter or track pirates when they use t.i.p
    and camp for traders .. si good for rp i think and is not cloak mod ^^ hiper space acelerator make your ship jump between under this and up dimension so u r in 3 places in same time so u are much more instable but much less demage u take and ship looks like in myst or eaven 3 ships in one is was be looks nice but is propably not posible to make .. and this h.s.a is must eat many many energy
    one more idea to wepons .. stay in place mines so u can make mine field who will be in one place for 30 or more minutes ( propably not posible couse of BIIG lags ) if i be got new ideas i post now igo play single player .. lol

  • [Size=+1]Liberty:[/size]
    ZF22-"Blaze" Anti-fighter LWS (Light Weapons System):
    Designed as a primary defence against fast moving ships, this weapons system is optimized for a higher than normal projectile veolicty to assist in shooting down attackers.
    -Hull Damage: 158
    -Shield Damage: 96
    -Range: 700m
    -Projectile Speed: 2500 m/s
    -Refire Rate: 8.47



    WL643-"Unloader" Medium Defence Turret
    This class of weapon is designed for combatting heavier attackers such as gunboats and bombers that are capable of shrugging off lighter weapons fire, but are agile enough to evade the heaviest weaponry.
    -Hull Damage: 2036
    -Shield Damage: 943
    -Range: 1950m
    -Projectile Speed: 1300 m/s
    -Refire Rate: 4.21



    TVJ3-"Shockwave" Heavy Combat Turret
    A massively powerful weapon that is designed with the sole intention of hurting other Capital class vessels, without giving them time to evade incoming attacks.
    -Hull Damage: 12092
    -Shield Damage: 5873
    -Range: 4200m
    -Projectile Speed: 800 m/s
    -Refire Rate: 0.205





    [Size=+1]Bretonia:[/size]
    "Starburst 4" Anti-Fighter Pulse Cannon
    Built by the Bretonian Military with the intention of defending its Capital Class vessels from maurading fighters, this weapons systems fires pairs of projectiles from a single turret, with extended range but a reduced damage output per shot.
    -Hull Damage (per projectile): 63
    -Shield Damage (per projectile): 37
    -Range: 900m
    -Projectile Speed: 2000 m/s
    -Refire Rate: 8.20



    "Thunderstrike" Advanced Combat Turret
    This is the Bretonian answer to defence against lighter Capital class attackers, however it is not heavy enough to do any real damage against Battleships.
    -Hull Damage: 1892
    -Shield Damage: 873
    -Range: 2400m
    -Projectile Speed: 1000 m/s
    -Refire Rate: 3.92



    "Pureblast" Defence Cannon
    The ultimate in Bretonian defensive weapons systems, this turret is the "Snipers' Friend" for those who love to trade shots at extreme range with their foes. Due to this extreme range advantage however, individual shots are not as powerful.
    -Hull Damage: 10423
    -Shield Damage: 5962
    -Range: 5000m
    -Projectile Speed: 600 m/s
    -Refire Rate: 0.198





    [Size=+1]Kusari:[/size]
    XF-2T6 "Windhunter" Light Defence Turret
    The ultimate in "spray and pray" weaponry - and extremely useful against small agile targets - this turret boasts an extreme rate of fire at reduced damage output.
    -Hull Damage: 120
    -Shield Damage: 72
    -Range: 750m
    -Projectile Speed: 2050 m/s
    -Refire Rate: 10.11



    KS4-16 "Sacrifice" Medium Cannon
    This is a military-standard defence turret, and like most Kusari weaponry is highly capable in its role.
    -Hull Damage: 1943
    -Shield Damage: 996
    -Range: 2050m
    -Projectile Speed: 1250 m/s
    -Refire Rate: 5.72



    J-6P-08 "Firelance" Heavy Weapons System
    Optimised for destroying enemy Capital ships, this turret most powerful weapon in the Kusari line.
    -Hull Damage: 11210
    -Shield Damage: 5496
    -Range: 4300m
    -Projectile Speed: 800 m/s
    -Refire Rate: 0.23





    [Size=+1]Rheinland:[/size]
    "Fang" CQCS (Close Quarters Combat System)
    Built for destroying enemy fighters in as few strikes as possible, this weapon however does have the downside of not being able to fire as far or as fast as other anti-fighter turrets.
    -Hull Damage: 253
    -Shield Damage: 143
    -Range: 680m
    -Projectile Speed: 1950 m/s
    -Refire Rate: 7.44



    "Wulf 3" Standard Combat Turret
    Like the majority of rheinland weaponry this turret packs an amazing punch and is deadly at close range.
    -Hull Damage: 2463
    -Shield Damage: 1290
    -Range: 1800m
    -Projectile Speed: 1300 m/s
    -Refire Rate: 3.00



    "Autorail" Capital Turret
    A staggeringly powerful turret that can obliterate hostile Battleships in only a few strikes, and a weapon to avoid getting hit by at all costs.
    -Hull Damage: 15334
    -Shield Damage: 7230
    -Range: 4050m
    -Projectile Speed: 600 m/s
    -Refire Rate: 0.184




    These are only sugggestions, and the range/speed/damage (etc) values will probably need to be tweaked slightly... ;)

  • Quote

    Originally posted by SWAT_OP-R8R
    how about this one:


    a unguided dual torp with 100k explosion power, 200k explosion radius and 30sec timer


    bye bye system


    Hahaha rolfmao