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[FAQ
Forum Index » » Developer Feedback » » *new special* repulsor shield.
 Author *new special* repulsor shield.
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-10-19 09:33   
Basicly the same as a Pulse shield but this one is green.
and gives a 25-50% chance of making incomming fire make a 180 turn and switch target to the person that fired em.

Not sure what would happen to fighters though.

If the wave did not have effect the incomming fire will just head straight for you like normal

[ This Message was edited by: Axianda *XO* on 2003-10-19 09:33 ]
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Smith
Fleet Admiral

Joined: October 13, 2002
Posts: 320
From: Pittsburgh
Posted: 2003-10-19 11:05   
that would be more of a scrambler not a shield.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-10-19 11:38   
I know but repulsor shield sounds cooler

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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-10-19 11:57   
Suggestion: Psi Wave (Kluth only) makes incoming fighters (within 250 gu or so) turn friendly (for you) and attack you enemies (whoever is the closest one to you)
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Imaginary Shifty
Midshipman

Joined: June 02, 2003
Posts: 204
From: Estonia
Posted: 2003-10-19 12:00   
well we could go with the homeworld: C repulsor
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-10-19 12:38   
Careful with that kind of weapon, Shifty.

If I remember correctly, in HW:C the Repulser field pushed ships back, too.

Think about tractor scouts...

Think about scouts, or any other ship, with a device that can push a whole fleet into a planet at once...
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Juxtapose
Grand Admiral
Sundered Weimeriners


Joined: May 11, 2002
Posts: 1308
From: Give me your bullets!
Posted: 2003-10-19 13:07   
Repulsor Shields sounds neat...but I don't think it should turn the munitions back on the player firing, merely deflect them...which may cause the munition to hit your buddies, the baddies or nothing....but atleast they don't hit you.

The Psi Wave is a nifty idea too...but none of that 'Mind Control' stuff. Just a Psonic Pulse wave that momentarily stuns the pilots of Fighters...doesn't kill them, doesn't really do anything except prevent them from firing for about 30 secs.

Then maybe a Psonic Blaster...A PCM like missle that hits a ship and for 30 secs Steering is down by 50%, weapons reload is down by 50%...like you stunned the crew some....

But only 50%...not cumilative...that would be nuts....and PCM in that it is slow recharge, slow firing and not too many of them.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-10-19 13:12   
I like this Psi wave idea would give Kluth a chance against the carriers.


As for my repulsor idea it would only work whit projectiles that use tracking.

So Prticle cannons wont be effected at all since they are just fire and forget
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Cyborg509
Cadet

Joined: February 24, 2003
Posts: 38
From: Indiana
Posted: 2003-10-20 13:56   
Yes the Hive needs something so it won't get owned by carrier dreads. ICC have thier pulse waves + beams and UGTO have EADs for PD, but Kluth are bad in the PD stat. You can mod them, but Kluth should get a chance unmodded.
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-10-20 15:30   
K'luth will get the best interceptor fighters.
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2003-10-20 18:05   
Quote:

On 2003-10-20 13:56, Cyborg509 *FA* wrote:
Yes the Hive needs something so it won't get owned by carrier dreads. ICC have thier pulse waves + beams and UGTO have EADs for PD, but Kluth are bad in the PD stat. You can mod them, but Kluth should get a chance unmodded.




Like said, K'luth will have the best interceptors, so you better have ships around you that actually have fighters. And ICC are getting balanced against fighters as well, since Pulse Beams won't kill in one shot and Pulse Waves will only kill fighters if they are very close to the center of the blast. As well heavy beams will be reduced in accuracy against missiles and fighters, so its Pd will be reduced to 4 light beams.

And if you say that I'm talking about sometime in the future not now, remember that new weapons will only go in after the balance patch (or so I think I've heard).

As for this "shield" itself, I don't think it would fly very well, especially if the ICC (it sounds like ICC tech) are attacking a planet with several Carriers around them. I wouldn't like having 32 fighters turned back on their owners.

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Commander of the NSS Red Lobster

[ This Message was edited by: Tbone [NSS Pandora's Box] on 2003-10-20 18:06 ]
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-10-20 19:39   
Hmmm...

Strength of the K'Luth, or any faction's station, vs long range attacks such as fighters is a key issue that is being looked at deeply in the development of v1.482. We have some solid ideas of how to address this. Stay tuned for more information at a later date (i.e., as the changes become solidified and as we come closer to a point where it can be tested in beta).
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