Some suggestions about weapons

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    I agree with the second, but not the rest. Missile systems are upgraded for a reason, you shouldnt lose anything for building more modules. Cannons move way to fast for radar detection to have any use, and dodging missiles isnt needed. If you are in a big ship you are going to get hit, and with all other ships just strafe.
     
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    Like it all, except I don't see much use for cannon shots on radar. Maybe on HUD once it's upgraded?
     

    jorgekorke

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    I agree with the second, but not the rest. Missile systems are upgraded for a reason, you shouldnt lose anything for building more modules. Cannons move way to fast for radar detection to have any use, and dodging missiles isnt needed. If you are in a big ship you are going to get hit, and with all other ships just strafe.
    About missile lock warnings, it could help fighter pilots a lot, actually.
    Such as when the server lags and you can't see them comming to you....
     
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    I like one and two, especially two just because of the fact that this game needs sounds desperately (and I've got tons of SFX to try replacing them with).

    3, not so much because missiles already have enough drawbacks as is. More countermeasures would be nice, but the missiles themselves are fine as is.
     

    Snk

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    No, cannons should have a rada signature. Just because they move fast doesn't mean they shouldn't.

    And big missiles should be slow, because they're easier to dodge that way. It makes it so fighting takes more skill.
     

    Lecic

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    Yes to two and three, no to one.
     

    Snk

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    I agree with the second, but not the rest. Missile systems are upgraded for a reason, you shouldnt lose anything for building more modules. Cannons move way to fast for radar detection to have any use, and dodging missiles isnt needed. If you are in a big ship you are going to get hit, and with all other ships just strafe.
    Not at all. Planet destroying missiles should not turn as fast as smaller ones. It just doesn't make sense. It balances missiles quite nicely this way. The whole point of the game isn't building a huge titan, you know. And maybe you can't dodge missiles, but you can shoot them down.
     
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    3. Missiles turning speed and radius is inversely proportional to its damage.
    Yes please. I can understand dumbfires, and even lock-on missiles maybe, but missile swarms should not have the individual capacity of a small nuke and still be capable of outmaneuvering fighters
     
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    I'd like to see something in the HUD for when you are getting shot at or hit. I would imagine if you were in a ship getting hit you'd know what directions its coming from. That could be adapted for beam and cannon fire. I also like the idea of missiles on the radar. I think it'd look really cool and be useful without breaking the missiles. Missile locks are nice too for the same reason. I don't care for #3 but would be okay either way.
     

    jayman38

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    Yeah, calculating the direction indicator on the HUD by getting the reverse direction of the weapon (the source direction) would be easier than getting the location on the ship relative to the current camera location.

    Example: A ship to your right fires and hits a part of your ship to the left of where you are looking out of the ship. The HUD would show an indicator to the right, showing that the hit came from there, instead of on the left, where you got hit.

    It would be nice to somehow see where on your ship you are getting hit, but people are already building those kinds of indicators with logic, so I don't think it's as important as finding the source of the weapons fire.
     

    AtraUnam

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    If were re balancing missiles then can we make it so a planet-buster can't be destroyed by a handgun?
     

    Snk

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    If were re balancing missiles then can we make it so a planet-buster can't be destroyed by a handgun?
    As long as the missiles have very low health. Why are you shooting at a missile with a hand gun in the first place? Get back inside, lady!