Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/11/24 +6.0 Days

Search

Anniversaries

21th - Sir Oblivion {C?}

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Gauss gun place your improvement suggestions here.
Goto page ( 1 | 2 Next Page )
 Author Gauss gun place your improvement suggestions here.
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-10-26 04:16   
Ok my suggestion.

Instead of one " bullet " let it shoot 3 fast " bullets "

and each time you smash the space bar it will take 3 ammo instead of 1.
_________________

- Axi

Photox [F|F|I]
Fleet Admiral

Joined: October 27, 2002
Posts: 176
From: Helsinki, Finland
Posted: 2003-10-26 04:27   
It should be removed so noone could even acidently use it............

Seriously, more damage, so it would be usefull against Kluths dessys....
Lets say it would go trough armor straight to Hull, and 1 hit would damage +5 hull......or something
_________________


Tiggy
Midshipman
Terra Squadron

Joined: May 30, 2003
Posts: 282
From: Western Australia
Posted: 2003-10-26 04:58   
Gauss rifles, as far as I've known them, use extremely heavy, solid core slugs. Therefore, I beleive they should cause significant damage (comparable to a SABOT salvo possibly?) and be extremely fast, difficult to dodge. They should also retain their range.

Couple this with very low ammo (around 5-10) due to the large slug size, and a long reload times because of large mass. I think it should still take a a normal weapon slot, just nerf it down a bit from my suggestions to balance it.
_________________


  Email Tiggy
Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2003-10-26 07:53   
More damage....
_________________
Ghostly Specter of an Ancient Past.

  Goto the website of Novacat
Eleda
Cadet

Joined: August 03, 2002
Posts: 438
From: Sunny ol England
Posted: 2003-10-26 08:10   
Have they fixed he amusing bug where the slug goes right through the ship and either:-

A:Causes damage to the armour/sheilds on the far side of the ship

or

B:Passes through the ship without doing any damage

I havent used the weapon on beta yet so i don't know. I do beleive that all the weapon slot projectile launchers have been upgraded in Beta anyway, with both their speed and the damage they do increased.

Anyway, incase they haven't improved the Gauss gun here is my suggestion-

Leave the weapon as a single shot weapon but make that single shot do the damage of half a full volly of a Railgun, and lower its ammo to 100.Also give it the samge relode time as a railgun.

This way both weapons have the same maximum damage potential before the need to be reloded.The Gauss gun will trade off concentrated damage for range and accuracy.

Remember the aim should be to diversify the weapons without making any one too much better than the others, or that is all anyone will use.


_________________


  Email Eleda
A Troll =SSC=
Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-10-26 09:00   
my suggestion is that it breaks through armor and shields easy but it should be ineffective against hull (we got ACs for that job) we could have frigates or dessies armed with gauss guns take out dread armor from a distance while ACs go in close and destroy the ship
_________________
Hell hath no fury like a shattered star.

  Email A Troll =SSC=
_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2003-10-26 10:10   
more damage OR get rid of it...
_________________
* [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."


Bad_Skeelz
Cadet

Joined: October 18, 2002
Posts: 359
From: The Lobby
Posted: 2003-10-26 16:42   
In my opinion the Gauss Gun will need no improvements once the patch comes out. I have seen these in action with the new weapon damage and hit detection, they, like many post-patch weapons, are going to be brutal.
_________________
I didn't say they were lobsters, I said they reminded me of lobsters.

-Excerpt from Vice Admiral Skeelz's court-martial regarding the malignant boiling and eating of K'luth prisoners of war.

  Email Bad_Skeelz
Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2003-10-26 16:58   
Not to stray too far off topic, but I hope to god EMP cannons will be tonned down, for everone's sake, they do way to much damage, a single hit and systems just fry like it's no one's business. If you don't know what I mean, go play Beta as ICC or Kluth, vs. a UGTO ship with ONE emp cannon. Ouch.
-Krim
_________________
"Universum est gelu quod atrum , nos es unus verus lux lucis"



GTN - Veneratio est Totus

  Goto the website of Krim {C?}
Da Dude
1st Rear Admiral

Joined: January 31, 2003
Posts: 94
Posted: 2003-10-26 21:55   
upgrade it to a tri shot , hvy damage slow reload LONG range wep with slow reload and not much ammo . increase the speed and give it a grapics that looks like a yellowish red meteor , give the impact sound a more of a WUMP! and put a " we are under fire by gauss guns " message in case cloaked kluthies want to use it at 1000 GU .
_________________
the metaverse has you......

Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2003-10-26 22:45   
no dude.....make it ICC use only.....heavy hiting......LONG range....SLOWWW reload....say 30 secs per shot..we need some sort of OFFENSIVE weapon to use they cant....defense is fine..but we die quick without good offense....
_________________


  Email Fatal Command (CO)
Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2003-10-27 03:47   
let's see how it works out with the improved collision checking in beta + corrected weapon damage..

it might actually be feasible

it probably will need a bit more damage though, still.

_________________


Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-10-28 17:23   
Quote:

On 2003-10-26 22:45, plungedjet_01*2RA* wrote:
no dude.....make it ICC use only.....heavy hiting......LONG range....SLOWWW reload....say 30 secs per shot..we need some sort of OFFENSIVE weapon to use they cant....defense is fine..but we die quick without good offense....




Actually, that is presented from a false persective.

Concider, if you will, a UGTO ship that has 20,000 worth of offense, 40,000 worth of defense, and 80,000 worth of hull.

Now, think of an ICC ship with 16,000 worth of offense, 58,000 worth of defense, and 80,000 worth of hull.


Over the same ammount of time, the ICC ship will eliminate the UGTO ship's defenses before the UGTO ship can eliminate the ICC ship's defenses. The ICC ship will, therefor, be inflicting system damage on the UGTO ship before the UGTO ship can inflict system damage on the ICC ship. System damage will degrade the offensive effectiveness on the UGTO ship first, giving the ICC ship a further advantage, and ulitmatly, victory.

Mind you, this IS a very simple example, but it shows how sufficient defense can overcome a lack in offense. Defense, of course, is predicated not only on simple outright hitpoints, but also repair rate and the ability to reinforce the damaged area in question.



As to changes in the Gauss Gun. Stick around for v1.482 to see what, if any, changes are performed on this component.

_________________


I had a reality check once.

It bounced...

[ This Message was edited by: Gideon on 2003-10-28 17:35 ]
_________________
...and lo, He looked upon His creation, and said, "Fo shizzle."

  Email Gideon
MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2003-10-29 00:34   
Either more damage or increased rate of fire. I personally would rather have increased rate of fire, but I guess realistically, a gauss cannon would be slow but pack a punch?

Doesn't need more than that, it already has awesome range and a lot of ammo. A ROF increase would make it one helluva gun.
_________________


Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-10-29 04:33   
come on keep em comming.

YOUR idea of an improvement..... dont discuss em just post em
_________________

- Axi

Goto page ( 1 | 2 Next Page )
Page created in 0.023072 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR