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Zer0wl

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Posts posted by Zer0wl

  1. Won't independent targeting do just fine?

     

    While the ai is there but the problem of current independent target turrets is that they take up turret slots and gunners, slots that are better invested in focused targeting, the one that im asking for caters primarily towards passive defense, also turrets from my experience don't target fighters unless there is no other ship within range.

  2. Ok there is one thing that is annoying me when trying to build a proper battleship. It's the fact that there's no working automated gun turrets similar to the phalanx, I mean come on we're a space travellers and we don't have a fully computer controlled automated defense systems. I'm not asking for turrets that replace primary turrets but more like secondaries. Their main role should be to relieve players from fighters a LITTLE.

     

    NEEDS NEW FIGHTER AI BASED ON WEAPONS (make turrets priority targets for fighters)

     

    And to avoid it being op

    -it shouldn't penetrate any sheilds

    -range should be very short for most types (2-3 or less than 4 km max)

    -rapid degradation of accuracy as target gets further from the turret  (100% accuracy if less than .05 km from turret not ship)

    -can be temporarily disabled by tesla and lightning weapons even if its host ship still has shields on

    -low durability( therefore making them weak to pulse weapons)

    -amount that can be placed is limited by ship volume (minimum should be 4 or 6)

    -does minimal damage to hull (preferably just 1 point for all types)

    -only engages when target is within maximum range

    -can't be scaled

    -torpedo type and some missile type fighters are immune since they should be able to fire outside turret effective range

     

    As for the turret types

     

    Iron/Naonite: Chaingun type

    1-2 km effective range, really inaccurate at max range, ok dps

     

    Titanium/Trinium: Flak type

    doesn't explode at within 1 km, randomly explodes at 2-3 km max. low dps, splash damage

     

    Xanion: Single Target Missile

    Longest range of all turrets, engagement range of 4 km, homes in but still has a large chance of missing fighters, only turret who can hit torpedo fighters, really low dps missile has to either hit the target or miss before turret fires another. high damage can one shot low quality planes

     

    Ogonite: Multi-lock on Missiles

    2-3 km, can fire 6 towards multiple targets, or multiple missiles towards a single target, very low dps, each missile has low damage

     

    Avorion: LASERSS!!!

    1-2 km, 100% accuracy, damage overtime so it doesn't instantly kill all fighters in its range.

     

    Also who wouldn't want to see their ships in the middle of battle have guns shooting in every direction making it look like this

    yamato01.jpg.e3c72338e002ae5ed4caa0fd451a7e7a.jpg

  3. As you all know long range fighting against thin ships is very tedious at times. So i was thinking that a simple solution of having scope reticle block that lets you zoom in like ADS in fps games. Having modules doesn't improve turret accuracy or point the turrets directly at the center of the reticle (in respect of their locations) but instead it should just allow people to aim easily for vital parts

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