The Novelty Weapon Collection
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I suspect the impeder has a range that encompasses the enemies, so their weapons get bounced around inside the impeder field and often strike the target ship. If the weapon fires inside the impeder field, it will just be bounced back and forth inside the field until it gets loose or kits something.
Yes?
Yes?
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This sounds... cool, although that's not what I did.ChaosTheory wrote:I suspect the impeder has a range that encompasses the enemies, so their weapons get bounced around inside the impeder field and often strike the target ship. If the weapon fires inside the impeder field, it will just be bounced back and forth inside the field until it gets loose or kits something.
Yes?
Yup. This took a lot of tuning, but an impeder with -2 effect and 500 range makes many projectiles skip over the aegises, which are placed at ~200 out from the core. Then, a 0.8 effect impeder with 300 range slows them down so they can hit the ship. This way, we can finally make ships that are beam immune, but not projectile immune.The Winner, who gets a cookie, wrote:Well, there's also a slow down impeder so I guess one impeder brings bullets through the shields while the other keeps them there.
Non-obfuscated example: http://www.wyrdysm.com/battleshipsforev ... rigate.sb3
My favorite weapons to attack it with are tachyons, plasma charges, and demeters, because they get frozen in place, but can still do damage. Pulsars look cool too, though.
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Has anyone tried infinite firing beams yet?
weapon|MiningBeam|180|-1|-1|0|-1|-1|-1|-1|-1||65280|3|-1|-1|-1|-1|-1|1|1
It will fire forever until its target is destroyed or moves out of range. It's better left at low damage to keep the beam firing for a maximum length of time.
weapon|MiningBeam|180|-1|-1|0|-1|-1|-1|-1|-1||65280|3|-1|-1|-1|-1|-1|1|1
It will fire forever until its target is destroyed or moves out of range. It's better left at low damage to keep the beam firing for a maximum length of time.
"Better to have them and not need them than to need them and not have them"
Auriak Fleet: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1654
Mystar Fleet: http://www.wyrdysm.com/phpBB2/viewtopic.php?p=42448#42448
Auriak Fleet: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1654
Mystar Fleet: http://www.wyrdysm.com/phpBB2/viewtopic.php?p=42448#42448
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1) Take beam.Auriak wrote:Has anyone tried infinite firing beams yet?
weapon|MiningBeam|180|-1|-1|0|-1|-1|-1|-1|-1||65280|3|-1|-1|-1|-1|-1|1|1
It will fire forever until its target is destroyed or moves out of range. It's better left at low damage to keep the beam firing for a maximum length of time.
2) Give lucky-9 duration
3) Put high damage
4) Give 3-5 deviation
5) Activate.
Swingin Swords!!! Customize to taste.
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This is a useless, but funny 'weapon': Snake Cannon!
Teller Snake
It only works when spawned as ally...
Teller Snake
It only works when spawned as ally...
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Duh. People were trying to make these even before th15 made beam duration moddable.Auriak wrote:Has anyone tried infinite firing beams yet?
weapon|MiningBeam|180|-1|-1|0|-1|-1|-1|-1|-1||65280|3|-1|-1|-1|-1|-1|1|1
It will fire forever until its target is destroyed or moves out of range. It's better left at low damage to keep the beam firing for a maximum length of time.
/l、
゙(゚、 。 7
l、゙ ~ヽ
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゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
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