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[FAQ
Forum Index » » Developer Feedback » » Firing for effect
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 Author Firing for effect
A Troll =SSC=
Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-12-31 12:27   
got my vote
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A Troll =SSC=
Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-12-31 12:27   
got my vote
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-12-31 12:43   
Surpressive fire keeps coming up in our discussions from time to time.

There are some technical issues that we would have to overcome first, but it's not a bad idea, and is certainly on the table for discussion.
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MadDog
Cadet

Joined: March 04, 2003
Posts: 19
Posted: 2003-12-31 17:24   
I like this idea, sounds like a giant space shotgun.
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The skillful fighter puts himself into a position that makes defeat impossible and does not miss the moment for defeating the enemy.
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DarkestVorlon
Vice Admiral

Joined: October 17, 2002
Posts: 245
From: ICNV Rememberance CNCC-4021986
Posted: 2003-12-31 18:59   
jsut set so weapons will fire in a specific pattern

Say with three beams they will fire continualy along thier firing arc untill the sequence is aborted or completed, hitting the activation key aborts it and you regain manual control, since by then you have found your target.
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Grimith
Grand Admiral
Templar Knights


Joined: August 09, 2003
Posts: 836
From: Your local future farm.
Posted: 2004-01-01 02:56   
~I definitely do think this is something to look more into. Like also previously noted, it could definitely help for fragging those infernal scouts that won't stay still with that blazing ECM on.


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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2004-01-01 02:59   
Quote:

On 2004-01-01 02:56, Grimith J. Reaper wrote:
~I definitely do think this is something to look more into. Like also previously noted, it could definitely help for fragging those infernal scouts that won't stay still with that blazing ECM on.



Learn how to jump em

Or get some ships with ECCM, either one
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Raiders
Cadet

Joined: December 28, 2001
Posts: 353
From: Cali
Posted: 2004-01-01 11:15   
w00t DeathBlossom from last star fighter! well exept toned down a bit
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Lord DowneyBUM (UK)
Fleet Admiral

Joined: January 13, 2003
Posts: 437
From: London England
Posted: 2004-01-01 11:23   
Got my vote as well. But as its new year, and the time for reality check. itll never happen. we are still awaiting the patch remember!!!
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Grimith
Grand Admiral
Templar Knights


Joined: August 09, 2003
Posts: 836
From: Your local future farm.
Posted: 2004-01-01 11:58   
Quote:

On 2004-01-01 02:59, Tbone [NSS Pandora's Box] wrote:

Learn how to jump em

Or get some ships with ECCM, either one




~Bah. Not everything is available in the scenarios so easily, though, and I don't like gatemodding all the time.
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Drouid
Cadet

Joined: October 27, 2002
Posts: 131
From: U.S.A.
Posted: 2004-01-01 12:17   
sounds good to me.
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philll
Admiral

Joined: September 13, 2003
Posts: 268
Posted: 2004-01-01 12:32   
got my vote
could also do this with missils and fighter the fighters swarm around the area and shoot in random spots inside the cone
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Max Kepler
Fleet Admiral
Templar Knights


Joined: March 08, 2002
Posts: 589
From: ICS Victory
Posted: 2004-01-01 20:49   
It might be a bit hard, but maybe you could add this to the AI of the new fighters coming out. "Weapon search" or something.

Anyway, love the idea. Though doing it manually is kinda fun too
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The Monty
Cadet

Joined: October 07, 2002
Posts: 967
Posted: 2004-01-09 11:13   
Bumping for referance.
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2004-01-09 11:18   
Suppressive fire? Well I like the idea to detect Kluth that way, but...suppresive fire? WHy should you fire somewhere in space when you can directly fire at the enemy (if he isnt currently hiding behind a planet and you want to show him that it is a very bad idea to fly away from there
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