Gauss Cannon / Magneto-Cannon, anyone?

    Gauss Cannon: Good Idea or Bad?

    • Yeah, good idea!

      Votes: 1 10.0%
    • Whoa, bad idea!

      Votes: 6 60.0%
    • Maybe, maybe not.

      Votes: 3 30.0%

    • Total voters
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    I've been looking at the existing weapons of StarMade and thought, "Wouldn't it be cool if there was some sort of super-weapon availaible, something that rips through almost anything?" It then hit me: why not a gauss cannon of some sort? In fact, I thought of a cool name for it: "Magneto-Cannon"! It could be a super-powerful weapon that plows through shields and armor! For balancing issues, it could cost an arm and a leg at NPC shops, have a painfully long charge, and gobble up power. But that's just me. What do you think? (I also have a few other weapon ideas, if you're curious, and I'll post separate threads if you are.)
     

    CyberTao

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    You would need more than a long reload to counter the OP-ness, you'd need an active-charge like Jump drives and something that prevents people from charging into battle pre-loaded, high-alpha is already enough of a problem.

    I don't actually support the idea at all, just pointing out something that may make it more appealing balance-wise.
     
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    Main: Cannon
    Slave: Damage Pulse
    Effect: Pierce or Punch-Through

    ^ Rail Gun/Gauss Cannon

    Also, you could use the new rails system coming next update to load up cores with warheads as ammo into a launcher that push-beams them towards a target. You'd need to be stationary while firing to get the ammo up to speed with a logic-driven push beam, and there's no guarantee it'll hit unless the target is also stationary, but it'd have the effect of a torpedo when it does strike.

    Shields were recently doubled because time to kill was too low with the large weapons that people put on ships.
     
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    When suggesting new weapons you have to ask yourself several questions.
    • How is this weapon differentiated from the others?
    • Can this weapon be simulated using the current system of slaves and effects?
    • How would a slave of this weapon effect other weapons systems?
    The current system with have with only 4 types and many effects creates such a wide set of possibilities that are already really well balanced against each other. Any new weapon would have to be unique enough that it isn't just a cannon or beam or missile with different stats. I think one of the reasons we have not gotten the mine weapon system yet is the devs have not figured out how to differentiate and balance it in all aspects.
     

    Valiant70

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    An actively-charged super-weapon sounds interesting. Maybe that could be the support effect of a mine, like a pulse on steroids. Unfortunately, punchthrough got nerfed hard and no longer has the effect the OP described... Meaning I have to re-fit the weapons on my favorite ship. bleh!
     

    Lecic

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    *takes a shot*

    Ok, first off, use the search bar. Weapons like this have been suggested over 100 times, most likely.

    Secondly, how would this be ANY different from a Cannon/Pulse/Punch weapon, besides being highly overpowered?
     
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    ♦ Whatever you do, DO NOT suggest "Plasma Torpedoes" !!!
    Especially as a "replacement" for the Damage-Pulse weapon....
    And it's probably not a good idea to engage in the subject of "Break-off" either.


    Welcome to the shark tank, Markus_McCloud.
     

    NeonSturm

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    1. Perhaps the Rail-Gun could increase mass while being charged.
    • Spinning-Tops have a similar effect.

    2. It could also limit the maximum charge of warp-drives.
    • 110% - (Gauss-Blocks / Warp-Blocks)%
    • If you have more than 10% of your Warp-Blocks in Gauss-Blocks, you cannot jump with charged guns.

    3. It could increase the damage your shield receives in the next 3 seconds (EM-interferences).


    4. It could require other weapons to stop firing for 3 seconds before itself can fire.-


    5. It could do what-the-fuk-the-server-admin-wants-it-to-do.
     
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    I just thought Magneto-Cannon was a cool name, that's all. Anyways, thanks for telling me how to emulate it with existing weapons! I think I'll tack one of the weapon combinations onto one of my large battleships.
    [DOUBLEPOST=1428770655,1428770363][/DOUBLEPOST]
    You would need more than a long reload to counter the OP-ness, you'd need an active-charge like Jump drives and something that prevents people from charging into battle pre-loaded, high-alpha is already enough of a problem.

    I don't actually support the idea at all, just pointing out something that may make it more appealing balance-wise.
    You have a point. Perhaps it should be REALLY volatile. If a lucky laser or missile hits it, it explodes like a disintegrator / warhead, only much bigger. In other words, super-powerful and super vulnerable.
    [DOUBLEPOST=1428770836][/DOUBLEPOST]
    Main: Cannon
    Slave: Damage Pulse
    Effect: Pierce or Punch-Through

    ^ Rail Gun/Gauss Cannon

    Also, you could use the new rails system coming next update to load up cores with warheads as ammo into a launcher that push-beams them towards a target. You'd need to be stationary while firing to get the ammo up to speed with a logic-driven push beam, and there's no guarantee it'll hit unless the target is also stationary, but it'd have the effect of a torpedo when it does strike.

    Shields were recently doubled because time to kill was too low with the large weapons that people put on ships.
    Thanks. I'll place one of these on one of my space stations
    [DOUBLEPOST=1428771369][/DOUBLEPOST]To be fair, I have been experimenting with weapon-slave-effect combinations. The results were none too stellar (pun partially intended).