HorseMonster_DetailedWeapons
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- Admiral Patches
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- Vice Admiral
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Awesomely sweet guns, but three main issues: twin-gun sync as Arc said, the Supergun breechblock looks like a popup turkeytempertester (I'd simply add a frame of it halfway out, and make the whole thing another two pixels wider instead of a shroomcap) and the recoil on the cannons looks a bit too 'sharp' (which again could be made to look better with another frame with the barrel two thirds the way back before the full-recoil frame, to make it look like a spring or gun mechanism absorbs the recoil).

That's funny, because I'm already at fully automatic heavy battleship cannons that fire nuclear weaponsAdmiral Patches wrote:Me too. I've always had an interest in naval ships and so far my favourite BSF weapon is still the Twin Autocannon. On my ships they own at longrange bombardment.

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- Commander
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excellent'e! I must find a way to use these on my Royal Earthan Navy ships. I'll wait for the technical stuff to cool down, but dude... serious stuff. What program did you use?
If admirals hate and trash your ships,
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.
Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.
Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858
- Admiral Patches
- Lieutenant, Junior Grade
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- Joined: Tue Nov 24, 2009 6:04 pm
The thing is when I put Auto's on my ships they always have a regular shot deviation of 1, making them insanely accurate. I've tested them against the Leviathan (I'm currently still using the Leviathan as a ship power level indicator, measuring in time it takes to destroy it) and they hit it spot on, destroying at least one section per shot.
Shipyard: Admiralty Shipyards
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BF-01 Paracelsus (Beam Fortress)
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BF-01 Paracelsus (Beam Fortress)
- Admiral Patches
- Lieutenant, Junior Grade
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Hmmm I think ill give that a try laterArcalane wrote:A problem with autocannons is that they basically deal double the listed damage, because the shots turn into shrapnel when they hit. If you set the submunition damage to 0, no submunitions will be spawned.
I was also thinking of a slimmer twin- or tri- barrelled 'autocannon' type, you know, like the ones used in naval battleships. Recently ive been using WWI and II ships as inspiration, using the blunt and pointed rear sections. can anyone replicate those for me?
Shipyard: Admiralty Shipyards
***Current Project***
BF-01 Paracelsus (Beam Fortress)
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- HorseMonster
- Commander
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Just testing out some of these weapons, and I personally see techgun 1 as a side mounted gun because of its asymmetry. I also don't see it looking right if it were to rotate like other guns so I wanted to make it fixed. Found the best way was to make it a missile then change bullet sprite, give it a arc of 1 with a launch arc of like 25. Looked awesome, like Babylon 5 fixed turret weapons. Moar please!
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- Commander
- Posts: 247
- Joined: Sat Jan 31, 2009 1:38 pm
- Location: A clustered inhabitance