Most of it's weapons are forward facing, but 2 Tachs and Blasters are read facing, and about 3 Gatt Blasters per flank. There's about 10 weapons I can't make out.
Last edited by Commodore111 on Mon Mar 31, 2008 6:15 am, edited 3 times in total.
Question to Commodore111: Since we already have similar ideas (sections can be shrunk if you want, and weapon arcs can be decreased), can we also lengthen reload times to make weapon clusters fire sporadicly instead of in volleys (on the scale of the change from a reload of 30 to 32), for example? I have a few ideas that work better if we can do that, and we take a small hit in DPS when we do this, anyways.
mtheminja wrote:Question to Commodore111: Since we already have similar ideas (sections can be shrunk if you want, and weapon arcs can be decreased), can we also lengthen reload times to make weapon clusters fire sporadicly instead of in volleys (on the scale of the change from a reload of 30 to 32), for example? I have a few ideas that work better if we can do that, and we take a small hit in DPS when we do this, anyways.
My view on this: NO. Weapon arcs may be modified, but I guess that's the MAX a tournament can accommodate without many things screwing up.
Also, out of curiosity, since no one would use one (I think), why aren't gravbeams in the module list? Were they not out yet when the list was originally made?
mtheminja wrote:Also, out of curiosity, since no one would use one (I think), why aren't gravbeams in the module list? Were they not out yet when the list was originally made?
Yeah, I noted that missing as well, I think you are right that it was not out when that list was made up. Also, the Pulsar Gun has two entries (at least they both agree on the same value ).
mtheminja wrote:Question to Commodore111: Since we already have similar ideas (sections can be shrunk if you want, and weapon arcs can be decreased), can we also lengthen reload times to make weapon clusters fire sporadicly instead of in volleys (on the scale of the change from a reload of 30 to 32), for example? I have a few ideas that work better if we can do that, and we take a small hit in DPS when we do this, anyways.
Are you going to use Arcalane's "Weapon and Modules Guide" as a reference, because a lot/most(?) reload times are listed as "default" in the ShipMaker weapon editing. That guide is from mid-September 2007, has anybody checked to see if the data is still accurate and that TH15 has not modified any weapons or modules performance since that guide was posted?
Or are you going to use some other method to verify what the default reload time is?
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Apologies for the double post, I didn't notice which thread I was responding to until I had finished.
Well, I was thinking I'd make a ship with one unmodded copy of the weapon I want to weaken, and one will be, and test it till I get the weapon to fire slower. That way, I could also send it to Commodore111 if he wanted proof that that value is worse than stock.
Another question: I can't find the base acceleration for each class in the instructions, what is it?
mtheminja wrote:Well, I was thinking I'd make a ship with one unmodded copy of the weapon I want to weaken, and one will be, and test it till I get the weapon to fire slower. That way, I could also send it to Commodore111 if he wanted proof that that value is worse than stock.
Another question: I can't find the base acceleration for each class in the instructions, what is it?
Yeah, that should work. Arcalane's guide should help you get very close right off the bat.
. . . . edit . . . . (deleted) (and deleted again as we overlapped)
Last edited by Jafo on Thu Mar 27, 2008 1:22 pm, edited 2 times in total.