Yeah, I keep thinking about all the miners that are almost killed by a single scout. Imagine someone like champy/sheff/spidey with a voob turret along with them all game.Ahaneon wrote:QUOTE (Ahaneon @ Jan 19 2008, 02:53 PM) On the other hand... some people are great turrets, some are great dogfighters... combine the two and it can be nightmarish for the opposition.
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I just remebered about the Ur-Quan sounds but since I could not find a hosting site that allowed direct linking I had to zip the files and upload them here: link
I just did a quick pass and choose those that I liked.
I just did a quick pass and choose those that I liked.


If A is success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut. -- Albert Einstein
ah thanks
yes there are some in there we can use, especially if we tweak them add some bass pitch down or somesuch
yes there are some in there we can use, especially if we tweak them add some bass pitch down or somesuch
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
Added more information to the new weapons, so that it will be easier for Noir to add to his core:
Note that 'Mu Turret 1' is in the 'Gat Gun' damage class (Instead of MiniAC) to prevent too much early destruction by the Adv Scouts.
I'm also wondering how effective the Anti-Base Hammer Turret will be agasint enemy fighters.
'Theta Turret 1' damage is reduced to 100% of minigun so that the 'Enhanced' Interceptors arn't over-armed, but 'Theta Turret 2' and 'Theta Turret 3' will do 150% of the damage of 'Minigun2/3' because of the lack of the third forward mounted minigun on the Hvy Interceptor.
Code: Select all
- Mu Turret (µ) 1/2/3
- Damage/Sec: 67.5/75/81 (75% of MiniAC)
- Damage/Shot: 5.625/6.25/6.75
- Shots Interval: .083 (12)
- Particle Spread: .004
- Bullets/Shot: 1
- Signature %: 1.5
- Range: 750/1000/1000
- Particle Speed: 2000
- Particle Life Span: .375/.5/.5
- Class: DM02/DM11/DM11 (Std Gatgun/AC/AC)
- Theta Turret (θ) 1/2/3
- Damage/Sec: 50/96/114 (100/150/150% of Minigun)
- Damage/Shot: 5/9.6/11.4
- Shot Interval: .1 (10)
- Particle Spread: .005
- Bullets/Shot: 1
- Signature %: 1.5
- Range: 450 (112% of Minigun)
- Particle Speed: 1000
- Particle Life Span: .45
- Class: Very Light (DM05) (Std Minigun)
- Tau Turret (Ï„) 1/2/3
- Damage/Sec: 94/111.5/148.8 (80% of AC)
- Damage/Shot: 9.4/11.15/14.88
- Shots Interval: .1 (10)
- Particle Spread: .009
- Bullets/Shot: 1
- Signature %: 2
- Range: 1500
- Particle Speed: 1500
- Particle Life Span: 1
- Class: Light|Medium (DM11) (Std AC)
- Psi Turret (ψ) 1/2/3
- Damage/Sec: 60/75/93
- Damage/Shot: 15/18.75/23.25
- Area Damage/Shot: 15/18.75/23.25
- Area Damage Radius: 7.5 (75% of Skycap)
- Shots Interval: .25 (4)
- Particle Spread: .009
- Bullets/Shot: 4
- Signature %: 3
- Range: 2000
- Particle Speed: 2000
- Particle Life Span: 1
- Class: DM11 (Std Skycap)
- Anti-Base Hammer Turret 1 / 2 / 3
- Damage/Sec: 100 / 125 / 160
- Damage/Shot: 25 / 31.25 / 40
- Shots Interval: .25 (4)
- Particle Spread: .015
- Bullets/Shot: 4
- Signature %: 2.5
- Range: 1200
- Particle Speed: 2000
- Particle Life Span: .6
- Class: DM08 (AB Missile)
- Adv Galvatonic Blaster Turret
- Damage/Sec: 42 (150% Galv)
- Damage/Shot: 5.25
- Shots Interval: .125 (8)
- Energy/Shot: 15
- Signature %: 2
- Range: 937.5
- Particle Speed: 1250
- Particle Life Span: .75
- Class: DM07 (Std Galv)
+ Other New Weapons:
- Anti-Shield Particle Gun
- Damage/Sec: 21
- Damage/Shot: 1.4
- Shots Interval: .666 (15)
- Bullets/Shot: 2
- Signature %: 2
- Range: 600
- Particle Speed: 1000
- Particle Life Span: .6
- Class: DM12 (SRM EMP)
- Omega Weapon (Capitalship AntiMatter AntiBase "Gun")
- Damage/Shot: 800
- Shots Interval: 1
- Bullets/Shot: 100
- Signature %: 3
- Range: 1500
- Particle Speed: 500
- Particle Life Span: 3
- Class: DM08 (Same as tacnuke)I'm also wondering how effective the Anti-Base Hammer Turret will be agasint enemy fighters.
'Theta Turret 1' damage is reduced to 100% of minigun so that the 'Enhanced' Interceptors arn't over-armed, but 'Theta Turret 2' and 'Theta Turret 3' will do 150% of the damage of 'Minigun2/3' because of the lack of the third forward mounted minigun on the Hvy Interceptor.
Last edited by Freeza on Mon Feb 18, 2008 5:54 pm, edited 1 time in total.

To Punish and Enslave...
Not that much, more like 1390m. Yes I wanted it to be longer range than AB, which is around 1230m.Death3D wrote:QUOTE (Death3D @ Feb 15 2008, 09:58 PM) Also, Ram the bbr and you can start killing the base from 2k?
Added the rest of the "new" weapons to previous post and first page. Projectile Particles are being worked on and look very cool so far. /cool.gif" style="vertical-align:middle" emoid="

To Punish and Enslave...
