Actually i think it's more like this, torpedoes: semi to non-guided heavy missiles(more payload for less tracking/engines).
Missiles: Good turn rate, not very good damage.
Semi-missiles: Like now.
Search found 22 matches
- Wed Oct 31, 2012 3:54 pm
- Forum: Suggestions
- Topic: Directional Missiles + Hotkeys
- Replies: 1
- Views: 337
- Fri Oct 19, 2012 3:13 pm
- Forum: Suggestions
- Topic: Stations in space
- Replies: 14
- Views: 1231
Re: Stations in space
also...probably docking at the stations for control of them and fighting on them (marine against marine, that sort of thing) would be fun as different parts of the station like a launch bay and command place and some other things on their to make it more dynamic also probably firing on a station ...
- Fri Oct 19, 2012 7:34 am
- Forum: Suggestions
- Topic: Asteroid Cannon
- Replies: 1
- Views: 344
Re: Asteroid Cannon
Also more kickback and when the asteroid hits something, it needs to give it momentum, since you ARE firing asteroids at them.
- Sun Oct 07, 2012 9:05 am
- Forum: Cruiser Command Discussion
- Topic: The Battle Cruiser a little to powerful?
- Replies: 9
- Views: 911
Re: The Battle Cruiser a little to powerful?
1 Way to fix the BC's being too powerful is the ship to have different weapons like in Japanese Sci-fi anime(Spacebattleship Yamato, Super Robot Wars, and probably others)., you have weak, probably a bit more accurate fast-firing weapons, and you have 6(2xHuge(Main) Triple turrets).
So maybe you ...
So maybe you ...
- Thu Oct 04, 2012 3:05 pm
- Forum: Cruiser Command Discussion
- Topic: Resource distribution discussion
- Replies: 9
- Views: 763
Re: Resource distribution discussion
If you have environmental effects, then you can set for certain asteroids/higher quality asteroids to be spawned there, like if you have nebula, then Chalcoricum may be found near/inside nebula, Kerm could be spawned near a Black Hole/Giant rocky planet/the asteroid belt(rings) of such planet/black ...
- Sat Sep 29, 2012 5:55 am
- Forum: Suggestions
- Topic: Shield Core - a revision
- Replies: 4
- Views: 558
Re: Shield Core - a revision
Most likely, it would be really weard for shields to be stationary, even if they don't rotate with the ship, you can still proabably put around the ship to defend it.
- Fri Sep 28, 2012 11:48 am
- Forum: Suggestions
- Topic: Shield Core - a revision
- Replies: 4
- Views: 558
Re: Shield Core - a revision
I don't dislike the idea, but I feel like, as it is, it's too complicated for a new player to pick up. Having to place shields, keep track of which wall is which core, sounds like it could be off-putting to learn. Also, I'm not sure how this system will work against non-BC threats, such as the ...
- Mon Aug 20, 2012 12:51 pm
- Forum: Cruiser Command Discussion
- Topic: Navigator Role
- Replies: 4
- Views: 765
Re: Navigator Role
Actually, instead of the weapon console determining the damage levels of the port and starboard Broadside, try the energy regen on the port and starboard Broadside(and instead of cooldown, let it be a separate capacitor for each Broadside), also hacking the energy cable hub thing(where the energy ...
- Wed Aug 15, 2012 4:16 pm
- Forum: Cruiser Command Balance Discussion
- Topic: Shields Balancing
- Replies: 5
- Views: 744
Re: Shields Balancing
Well, shields in WC3 can be taken out by an un-upgraded LASER turret, rapid fire against it does serious damage over time and quickly takes down the shields(probably unupgraded shields, but they were at 100%+only 1 turret was firing). There should be a sniper weapon, a continuous low-energy cost low ...
- Wed Aug 15, 2012 4:10 pm
- Forum: Suggestions
- Topic: Miscellaneous suggestions
- Replies: 90
- Views: 7686
Re: Miscellaneous suggestions
:D, That is why people should read item descriptions, patch notes, skill/spell descriptions, random tips(in-game messages spawning every now and then), and what not. Unfortunetly, i doubt even 1/10 of the people read things like that.(as seen in warcraft, maybe in SC2 too??, upgrading to ...