spidernl Posted August 3, 2011 Author Report Posted August 3, 2011 (edited) cheese dont make people mad Good advice^ Modified:Polaric ReactorNadion Collector Edited August 3, 2011 by spidernl Quote
CommanderHB2 Posted August 6, 2011 Report Posted August 6, 2011 (edited) Kachina Beam: |Ships: 34567 | 74.2k | 7230 exp | Gun, Signature | Bouncing L4 Bullets. Terribly Inefficient. gunlevel = 4bulletdelay = 27bulletenergy = 37 ( 37 + 37 + 37 + 37 = 148 for L4, bulletdamage is 320 [ 128 + 64 + 64 + 64], thus making it terribly inefficient. This value can perhaps be changed to 38-40 if necessary, given the votality of the weapon in both basing AND center. Note, I stayed away from non-weapon values, this time!)bounce = +1multifire = +1multidelay = 27multienergy = 37 (Could be increased higher than the normal bulletenergy, but traditionally is the same for most/all weapons in Hyperspace.) "This weapon combines the best assets of the Plasma Cannon and Gigajoule Railgun. The weapon is extremely inefficient, but very, very dangerous." People have been asking for a bouncing L4 Gun for a while. This weapon aims to provide unbelievable stopping-power and multi-purpose uses while countering such with an unimaginably inefficient firing mechanism [it takes nearly half the amount of damage dealt by one bullet to fire!]. The delay is also higher than the Gigajoule Railgun, but somewhat lower than the plasma cannon. Without High energy, The pilot will not be able to fire off too many bursts before compromising ship integrity. Serves a multipurpose of Centering And Basing. Edited August 6, 2011 by CommanderHB2 Quote
CommanderHB2 Posted August 6, 2011 Report Posted August 6, 2011 Correction, 33 bulletdelay and multidelay. Quote
spidernl Posted August 6, 2011 Author Report Posted August 6, 2011 I've been sticking to there-will-only-be-one-unique-l4-gun for a while now, and that's unlikely to change. Not to mention extremes are generally bad: very high dps for very high inefficiency (to a greater extent than Shredder, even) is tough to balance.After a while sheer stopping power just wrecks anything, whether it costs you half the energy they take in damage or not. Quote
kevinz000 Posted August 6, 2011 Report Posted August 6, 2011 (edited) i want a gun that have effects through walls(i been playing games with guns that can shoot through walls alot:P)and maybe a gun that instantly vaporises enemys but has high delay? Edited August 6, 2011 by kevinz :D Quote
Cheese Posted August 7, 2011 Report Posted August 7, 2011 is there any way to silence kevinz in the forums Quote
kevinz000 Posted August 7, 2011 Report Posted August 7, 2011 (edited) cheese you make everyone madp.s.dont think anyone can silenceme,maybe only high level fourm staff Edited August 7, 2011 by kevinz :D Quote
noldec Posted August 7, 2011 Report Posted August 7, 2011 I have to agree with Cheese on this one. Quote
Corey Posted August 7, 2011 Report Posted August 7, 2011 spid, make a module in game. kevinz setcm -all -t 500 whenever he says "FLAG" Quote
CommanderHB2 Posted August 8, 2011 Report Posted August 8, 2011 (edited) Oh, and I still think those reactors I suggested are useful x_x Edited August 12, 2011 by CommanderHB2 Quote
spidernl Posted August 8, 2011 Author Report Posted August 8, 2011 Modified:Proton Beam (bulletenergy = 15 instead of bulletenergy = 16)Sharppinger (bulletenergy = 20 instead of bulletenergy = 19) Quote
CommanderHB2 Posted August 8, 2011 Report Posted August 8, 2011 (edited) More Stupid Item Ideas; (Please Do consider them before dismissal) Myra Capacitor | Ships 12345678 | 28.2k | 3120 exp | Efficiency Unit Item Types: Reactor energy= +3recharge = +2bulletfireenergy = -2xradarenergy = -17stealthenergy = -16cloakenergy = -15antiwarpenergy = -16rockettime = +25bulletdamage = +4bulletdamageup = +2ebombtime = -9 "This reactor focuses on fine-tuning basic ship aspects rather than overall ship integrity. Although outmatched by most other reactors, the Myra Capacitor is effective for many supportive situations. Although weak in general, this reactor provides efficiency bonuses to all ship appliances and provides resistance to EMP as well. This reactor is best suited for a supportive role rather than a directly offensive one, due to increased bulletdamage and thinner Energy / Recharge reserves. Relatively cheap and does NOT use up a signature slot. Mithril Assimilator | Ships 12345678 | 29.6k | 3490 exp | Weak Reactor, Enhanced MobilityItem Types: Reactor energy = +2recharge = +3thrust = +2rotation = +1afterburner = -1rockettime = +40bulletfireenergy = +2bombfireenergy = +10 "This reactor focuses on efficient thrusters rather than overall ship integrity and weapons systems." Something *somewhat* new, this reactor provides a thin layer of energy and recharge as well as enhanced thrusters and rotational speed in exchange for the efficiency of the gun and bomb firing mechanisms. This reactor's fitted for "hit-and-run" maneuvers rather than fighting-to-the-death. Relatively cheap and does NOT use up a signature slot. Edited August 8, 2011 by CommanderHB2 Quote
CommanderHB2 Posted August 8, 2011 Report Posted August 8, 2011 (edited) Remove the bulletdamage and bulletdamageup from the Myra Capacitor. Come to think of it, the Fusion reactor covers most of that, making it somewhat obsolete. The Mithril Assimilator's pretty unique, however. Edited August 9, 2011 by CommanderHB2 Quote
spidernl Posted August 9, 2011 Author Report Posted August 9, 2011 (edited) I'd rather items didn't dip into the purpose of other categories. This. Edit: And yes, I'm aware of the existence of items like H2 Ramscoop and Reflection Drive. Those are exceptions to the rule, however. Edited August 9, 2011 by spidernl Quote
Avast Posted August 9, 2011 Report Posted August 9, 2011 I've heard it's possible to make 1 way bricks. Bricks that you can fly through in one direction, right to left, but going left to right it is solid and you can't pass. Can anyone figure out how to do this, and find an application for the game play? Quote
P Nut Posted August 11, 2011 Report Posted August 11, 2011 What's changed on Sharppinger and Proton Beam? Quote
spidernl Posted August 11, 2011 Author Report Posted August 11, 2011 Read the post where it says bulletenergy = 15 instead of bulletenergy = 16 (Proton Beat) & bulletenergy = 20 instead of bulletenergy = 19 (Sharppinger). Quote
CommanderHB2 Posted August 11, 2011 Report Posted August 11, 2011 (edited) New Emitters: I don't have precise settings for these new items because they are currently nonexistent, as far as I Know. Here are my new ideas, nevertheless. Martyrdom System | $50k | 5000 exp| ships 12345678 | Violent explosion upon death. "Upon death, fires a large amount of shrapnel in all directions" energy = -1maxthrust= -1 Fire about 14 L1 Non-Bounce shrapnel [shrapnel isn't based on whether BULLETS have bounce, is it?] when destroyed. Other Information: The shrapnel should be "owned" by the Martyr, thus providing experience to the user. Alternatively, It could be owned by a module, , and only provide a small money bonus to the user and all nearby teammates. Void Reaper | $100k | 10000 exp | Ships 34567 | Deadly Wave upon deathRequires NO Martyrdom System | Alien Technology, Emitter, Signature "A more bulky version of the Martyrdom System configured for devastation over a large radius." energy = -1maxthrust = -1rotation = -1rockettime = -30 Fire 18 Bouncing L3 Shrapnel in all directions upon death. Same suggestions apply here as above. Afterbomb | $67.2k | 5200 exp | Fire an extra bombAlien Tech, Signature bombenergy = +145 - 200 [implying something between 145 and 200]bombdelay = +50 "After firing a bomb, a light proximity warhead is fired soon after at no immediate cost to the hull's energy." Other Information:The bomb will be L1 with Prox. Either a module can act as the "bombowner", such as , or if possible, make the bomb act as a bomb from the hull firing it. The Bomb will fire about one second after firing your own bomb. If applicable, the same bombspeed as the hull firing it would be nice but not necessary. The idea behind this weapon is to deal a finishing blow to an enemy if you weakened them with your own bomb, or to be able to firing more bombs at once without having to wait for a delay. This item is Signature so you cannot have someone fire a TacNuke and another bomb at once, but it's still deadly. This item can be considered an "Emitter" OR "Addon", but it appears to fit best in "Alien Technology" Edited August 11, 2011 by CommanderHB2 Quote
toxic_intruder Posted August 11, 2011 Report Posted August 11, 2011 ariel bounce isn't based on gun bounce, is it? Yes, it is. Unless you go with the 2nd idea of a fake player, which would allow you to control bounce. Epic rush items, here I come! Quote
spidernl Posted August 12, 2011 Author Report Posted August 12, 2011 A fake player is required for it to work properly anyhow. Quote
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