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Weapon Ideas |
Kaoschan Fleet Admiral Interstellar Cultural Confederation United
Joined: October 11, 2008 Posts: 133 From: Germany
| Posted: 2010-07-10 07:36  
Just wanted to write down some stuff from my head.
some are OP, other are useless or not possible, but still i want to write em down.
A Weaon to replace the ICC Ion Cannon
Name: Ionic Beam Projector (IBP)
Ammo: unlimited (Beam)
Max. Range: 800 gu
Min Range: 0 gu
Damage Type: Energy
Damage:
at max-range (800gu) = 0.4 * of current ion-cannon (full volly)
under 100 gu = 2 * of current ion-cannon (full volley)
Reload Time: same as ion cannon or a bit longer
Energy usage: 1.25 * of ion-cannon
Description: ICC scientists reused the outdated ion cannon technology and improved it for usage in the mid-range sections at the cost of long-range. Recreating the destructive power of the ion cannon as a beam weapon.
Name: Charged Projectile Driver (CPD)
Ammo: 3 * (hulllevel -1) (Crusier and above only)
Max. Range: 1800 gu
Min Range: 600 gu
Damage Type: Kinetic + Explosive
Damage: Very High
Velocity: 120 gu/sec (or more)
Splash: 25-30 gu of impactpoint
Reload time: 6 * hulllevel (or more)
Energy usage: ~6-8 * Heavy Chem.L
Description: Combining the ion cannon technology with the commen railguns the ICC create a destructive projectile weapon for long range artillary.
Torpedo Fighter
ICC: 1 Fusions Torpedos (6 ammo)
UGTO: 1 Photon Torpedos (6 ammo)
K'luth: 1 AM Torpedo (4 ammo)
Same stats as the normal fighter. Torpedo power between destroyer and cruiser level.
Description: Anti-Capital fighter, destrucive effect against dreadnoughts and stations.
Name: Synchron Energy Beam
Ammo: unlimited (Beam)
Max. Range: 250 gu
Min Range: 0 gu
Damage Type: Energy (no falloff)
Damage: 0.3 * Chem.L
Reload time: 0.85 * Chem.L
Energy usage: 1.05 * Chem.L
Description: Combined Chem.L and Flux Beam technology to create a beam usable for limited Point Defence
Name: AM Projector Cannon
Ammo: 3* hulllevel (dreadnought and above)
Max. Range: 800 gu
Min Range: 250 gu
Damage Type: Energy/Projectile
Damage: 1.5 * SI
Projectile amount: 4
Splash: 10 gu
Reload time: 2 * SI
Energy usage: 2 * SI
Velocity: 1.5 * SI
Description: After witnessing the destructive power of the ICC Long-Range artillary, the K'luth tryied to invent their own artillary, yet the result was not quite a "long-range" artillary.
all just crazy unusable ideas.
WiP
[ This Message was edited by: Kaoschan on 2010-07-10 08:18 ]
[ This Message was edited by: Kaoschan on 2010-07-10 09:22 ]
[ This Message was edited by: Kaoschan on 2010-07-10 09:22 ]
[ This Message was edited by: Kaoschan on 2010-07-10 09:29 ] [ This Message was edited by: Kaoschan on 2010-07-10 09:32 ]
_________________ In ICC Shields with Defence Mode we trust!
K'luth Hunter - Recon ~Ping~ Scout - ECCM for the Team, to beat the K'luth!
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2010-07-10 09:02  
Quote:
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Name: Ionic Beam Projector (IBP)
Max. Range: 800 gu
Min Range: 0 gu
Name: Charged Projectile Driver (CPD)
Max. Range: 1800 gu
Min Range: 600 gu
Splash: 50-75 gu of impactpoint
Torpedo Fighter
ICC: 2 Fusions Torpedos (10 ammo)
UGTO: 2 Photon Torpedos (10 ammo)
K'luth: 1 AM Torpedo (6 ammo)
Description: Anti-Capital fighter, destrucive effect against dreadnoughts and stations.
Name: Synchron Energy Beam
Max. Range: 250-300 gu
Min Range: 0 gu
Damage: 0.5 * Chem.L
Reload time: 0.75 * Chem.L
Name: AM Projector Cannon
Ammo: 2* hulllevel (crusier and above)
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IBP :- No beam is likely to get a base range of over 400 gus, much less 800. If they did, you could beam scouts at the range of rail guns using beam accelerators, and IBP won't be used against ICC.
CPD :- Same as IBP, no projectile will get base ranges over 1.5k, because that is the max range of AR missiles. You can theoretically create a gauss gun-enabled ship that can hit planet-campers outside the planetary detection range using accelerators, and thats something sad.
Also, a splash range of 50 gu is way too much. Even the QSTs and AM torpedoes have splash ranges less than 20 gu.
Torpedo fighters :- Fighters with torpedoes are unlikely. Torpedoes are thrice the size of any regular fighter, and if you could equip an agincourt with torpedo fighters, havoc is sure to arise. And no, fighters do not get dual weapon systems. Only one device per fighter is allowed.
Synchron Beam :- A weak UGTO disruptor with potentially more damage-per-second than any regular disruptor and 50% more range is definitely OP. And its reload time makes it actually perfect for point defense, for when compared to Pulse Beam it has 50% slower cooldown and 100% more range, while being multipurpose with 100% more damage than pulse beams.
AM Projector cannon :- My only problem is that it is suggested to be equipped on cruisers, which shouldn't. This is a good core weapon suggestion if it can't be equipped on cruisers. The ammo might be low too, i'll happily suggest 25, with weapon levelling too.
+1 to AMPC
_________________ Forging legends and lives outside till naught remains inside.
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Kaoschan Fleet Admiral Interstellar Cultural Confederation United
Joined: October 11, 2008 Posts: 133 From: Germany
| Posted: 2010-07-10 09:27  
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IBP :- No beam is likely to get a base range of over 400 gus, much less 800. If they did, you could beam scouts at the range of rail guns using beam accelerators, and IBP won't be used against ICC.
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got falloff damage and 1 icc ion cannon cant kill a scout, therfor 0.4 ion cannonc cant kill a scout either
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CPD :- Same as IBP, no projectile will get base ranges over 1.5k, because that is the max range of AR missiles. You can theoretically create a gauss gun-enabled ship that can hit planet-campers outside the planetary detection range using accelerators, and thats something sad.
Also, a splash range of 50 gu is way too much. Even the QSTs and AM torpedoes have splash ranges less than 20 gu.
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why not? it's artillary, not a missile.
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Torpedo fighters :- Fighters with torpedoes are unlikely. Torpedoes are thrice the size of any regular fighter, and if you could equip an agincourt with torpedo fighters, havoc is sure to arise. And no, fighters do not get dual weapon systems. Only one device per fighter is allowed.
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It depends how god the fighter torpedo will be, ic can be op or not. i didn't say that it should have the same power as a Dreadnought Torpedo, more like between dessi and crusier.
ok i didn't know that fighter are only allowed one device --> scaled down devices and ammo.
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Synchron Beam :- A weak UGTO disruptor with potentially more damage-per-second than any regular disruptor and 50% more range is definitely OP. And its reload time makes it actually perfect for point defense, for when compared to Pulse Beam it has 50% slower cooldown and 100% more range, while being multipurpose with 100% more damage than pulse beams.
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ok was tooo OP, made it slighty weaker.
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AM Projector cannon :- My only problem is that it is suggested to be equipped on cruisers, which shouldn't. This is a good core weapon suggestion if it can't be equipped on cruisers. The ammo might be low too, i'll happily suggest 25, with weapon levelling too.
+1 to AMPC
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yeha i just used copy&paste from the icc part, my fault ^^
[ This Message was edited by: Kaoschan on 2010-07-10 09:29 ]
_________________ In ICC Shields with Defence Mode we trust!
K'luth Hunter - Recon ~Ping~ Scout - ECCM for the Team, to beat the K'luth!
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Kaoschan Fleet Admiral Interstellar Cultural Confederation United
Joined: October 11, 2008 Posts: 133 From: Germany
| Posted: 2010-07-15 12:02  
will add new ideas later (today or tomorrow). need to fiy my overheating PC first.
_________________ In ICC Shields with Defence Mode we trust!
K'luth Hunter - Recon ~Ping~ Scout - ECCM for the Team, to beat the K'luth!
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