Anti missile turret

A place to post suggestions for new features, new bugs, and comments about the existing code.
Weylin
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Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

How would it effect the balance if turreted craft could mount a turret that accels at shooting down enemy missiles?
Would somthing such as this be practical and worth dedicating a pilot to it?

Im thinking somthing similar to a turreted EMP Cannon.
Paradigm2
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Post by Paradigm2 »

Would have to have large area damage, most turrets can't hit something that small moving that fast.
-Paradigm2
Sugar
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Post by Sugar »

But large game caps are already weak enough /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
WhiskeyGhost
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Post by WhiskeyGhost »

Well, you could always give a damage index to the turret making it do really low damage to anything but missile armor class (isn't it parts? I'm not sure since EMP cannon isn't supposed to damage them.......yet you can clear minefields which also have parts listed as AC with emp cannons iirc)
Last edited by WhiskeyGhost on Thu Jan 24, 2008 4:50 pm, edited 1 time in total.
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Dogbones
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Post by Dogbones »

Whatever TF towers shoot they are extremely effective at taking out incoming missiles.
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WhiskeyGhost
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Post by WhiskeyGhost »

Dogbones wrote:QUOTE (Dogbones @ Jan 24 2008, 03:18 PM) Whatever TF towers shoot they are extremely effective at taking out incoming missiles.
TF towers kill everything. Place 4 on an aleph and most things won't make it through, sans capitol ships or well nanned bombers
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
Virex
Posts: 129
Joined: Tue Sep 18, 2007 2:42 pm

Post by Virex »

If you could make a gun that only damages missiles, give it a nice spread and a massive firing rate (or make it shoot multiple shots per cycle). That way you're bound to hit nearby missiles. You wouldn't be realy effective against other things though.
Andon
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Post by Andon »

The best way to do this would be to have a gun that does damage pretty much only to missiles, but has a large AOE. THat would be the only reliable way. High spread would have to have a VERY high firing rate, and that would give it more of a flamethrower effect, and it would eat ammo
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Virex
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Post by Virex »

Depends. If you can get it to have "burst fire", fring multiple rounds in a sinlge shot, you'd get a sort of shotgun-likeeffect. And since you'll only need 1 hit on target, that ouhgt to work. High AOE would also be possible though.
madpeople
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Post by madpeople »

that can't be done well (it can' but the burst is a whole clip so you only get 6 shots...).

most effective would be low damage + high firerate with a little bit of spread (somewhere between AC and mini Ac levels) and people who can aim, shooting down missiles isn't too hard.
AOE may help

the ammount of damage is tricky missiles only have 20 hp, but if you make it able to kill a missile in say 2 hits and it has high fire rate then it will kill most things easily too, if you make it do too little damage then yo won't be able to kill the missiles so well as you will need to keep hitting them for a while. an extra dmg class would resolve this though.

the other option is a slow firing huge AOE gun which you fire roughly in the area of the missile and it kills all missiles within that area.
this would be easier to do and probably balance, but probably isn't what people think of when they think of a anti missile gun
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