安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
[.code]Coded in here[./code]
Remove periods.
and your damage is still way too high.
try more in the 50-60 and 100-110 range...
when i use velocity 12, lifetime 100, acceleration 1.2 and drag .1, everything hashes out...
Keep in mind the realised shield damage per shot is 85.5 with 20 hull bleedthrough with a 2.3 second reload. It has a fairly comparitive dps to beam lasers, an energy cost nearly equivilant to energy blasters, and an incredible heat requirement. Still working on tweaking them to be a little more heavy on lighter ship systems.
i'm telling you that your weapon does way too much dps to be tier one, or even 1.1(Hai).
the heat and energy costs balance the per-ton efficacy (at the damage figures i've given you), and nothing more - don't nerf those, when you cut the damage.
edit; to be clearer - the dps may be similar to the beam laser, but since community feedback suggests this weapon should have a much longer range, the balance tradeoff must come in the form of dps to maintain its technological tier.
edit2; keep in mind that you are designing this weapon for a tier one drone - don't be too heavy handed with the heat/energy costs.
The beam laser has nearly 70% more dps when a target's shield is up (piercing included), nearly identical hull dps when shields are down, 50% of the energy cost, and 40% of the heat generation per ton with no ammo requirement and instantanious damage delivery.
The only advantage the railgun has going for it is range, which requires you to be faster than your target to take advantage of. Which, pirate fury missle boats prove don't always work. And they have homing ammunition with 6000 range from what I -assume- is a t2 missle launcher(meteors).
If I where to give this weapon a dps of around 18 (50 + pierce per shot) vs a shielded target and 37 (100 per shot) vs unshielded, should I increased the ammo capacity?
I've been using a sparrow for testing, so I mgiht have to refit it to be closer to a drone's heat/energy capabilities for testing.
meteors, sidewinders, torpedoes and typhoons carry tradeoffs that don't really apply very well in this instance, because they are much slower and easier to dodge or run away from. they're still tier 1, but the projectiles carry balance points that don't really apply to more-or-less straight shooters.
so, we could try to look at the Javelin and the Heavy Laser, and then try to see how our Rail Gun compares to the Beam Laser with that knowledge...
increased ammo capacity would be consistent.
1200 is sufficiently long range, but keep in mind that it's almost quadruple that of the Beam Laser, and a ship equipped with it could kite the beam equipped ship, and never feel a scratch.
currently, the Pulse Cannon is the smallest Hai weapon, and it's simply too large to cram the weapon, engines and necessary power into a T1 drone.
I suppose we could put the Gatlings in, but this Rail Gun seems much more Hai, and the Gatling is very human (even named after one)...