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leaola

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Reply with quote  #46 
yes at normal fire rates but a fully auto gun today if fired too much will heat the barrel. sniper rifles are single shot. if u fire aremis guns normally for this discussion minimal warping could happen, but if u put more power in to a system then the design specs call for it would stand to reason things start to fail.   
patman_369

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Reply with quote  #47 
     I think boarding and security teams led by the engineer would be a nice touch. Red Nodes indicating boarding crews that damage ship room to room and kill Repair Teams. These enemy crews could be killed by ship security teams indicated by blue nodes. (i would like to see a lot more on the engineering screen such as spreading fires and highlighted broken pathways)

*There should an EMP mode for lasers, does extra damage against shields but no damage to the ship itself (also enemy ships that use this laser)

*incendiary missiles that do lots of damage to ship interior and systems but almost no damage to shields

*stealth missiles that are weaker, but cannot be shot down by a laser and cannot be seen by the enemy/other players

*weak shield bypass missiles?

*science should have some weapon jamming and hacking (this will give science something to do in combat)

*a ship with long range lasers, a weaker ship but great support in co-op

*enemy ships that use missles
leaola

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Reply with quote  #48 
u don't like the current emp torps? we need emp laser t00?
patman_369

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Reply with quote  #49 
@leaola

     The current EMC torpedoes do 50% damage to shields but don't stack (100 EMC's do just as much damage as one [tongue]). The EMC laser could work just like the lasers now, only with a little extra damage when used against enemy shields.
leaola

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Reply with quote  #50 
after u hit something with emp check sci station at least on freq is almost always near 0. u want the beams to push it to negative #'s before u start hurting them?
patman_369

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Reply with quote  #51 
@leaola
    I understand, I read the whole manual before posting. I still believe that the weapons systems could use some variety, but I am speaking off of personal preference and what i think would make the game more fun.
 (feel free to ignore my statement) [smile]
mattssheep4

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Reply with quote  #52 
Just as a nice little change that makes a big difference, it would be awesome if you could cancel loading a torpedo while loading. It's irritating accidentally loading a Homing when you wanted a mine, and having to wait to load, unload, and then load again before using the mine.
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Mike Substelny

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Reply with quote  #53 
Ideally I would like to see the Ximni equipped with weapons different from the TSN weapons. They should be particularly suited to fighting ships that use Ward Drive.
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lucas99801

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Reply with quote  #54 
I would like to see separate keybindings for load/fire on tubes.  It's far too easy to fire a torpedo on accident when you mean to load an empty tube.
JordanLongstaff

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Reply with quote  #55 
I would like a feature that allows you to "assign" each torpedo tube a missile type to load automatically. If you "assign" a missile type to a torpedo tube, it will load a missile of that type, if one is available. After that missile is fired, another missile of that type will automatically be loaded. You can also "free" an assigned tube in order to remove the assignment. This flowchart shows my idea for all the possible states of torpedo tubes. A consequence of this is that a tube that is loading a missile can be cancelled in mid-load to save time. 2016-11-14.png 
notsabbat

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Reply with quote  #56 
Quote:
Originally Posted by lucas99801
I would like to see separate keybindings for load/fire on tubes.  It's far too easy to fire a torpedo on accident when you mean to load an empty tube.


I agree with this so much!



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Tolotos

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Reply with quote  #57 
Since I didn't found that idea anywhere in this Forum: How about beamable Torpedos/Mines?

You simply take the Jump slider of Helms with less distance (2000m - 3000m, so you force the Enemy to get moving and making them less shooting fish in a barrel by Sniping them From Distance) and make PSchock beamale only. If beamed to Model Contact of the Enemyship you make them bypass the Shield and instand Killing a Ship.

Of Course beamable Torpedo/Mine could be implemented also another way (Ximni only?). It's just a fun idea I think.
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