- Meteor rail gun (a bit Last Star Fighter-ish).
Clocked proximity mines.
EMP Beam Canon (turret disruption)
Race specialty weapons (like the Boron Ion Disruptor)
Engine emobilser missile... a pirate's choice of missile.
Speculations people....
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Don't we have that now?caleb wrote:And I would like to see a greater difference in weapons. Anti-fighter weapons should fly very fast (giving good accuracy), but do little damage. Anti-capital weapon fire should move slow, but hit real hard.
I disagree actually. I hated the slow-moving capship weapons in X3 because they look so dull. Capship guns should move fast, but be slow to aim and fairly inaccurate (on a fighter-sized scale anyway) as a balancing factor. So then you'd have capship guns for laying waste to one side of a ship, but if you wanted to be more precise and pick off certain modules you'd either have to move into close range, or send in the fighters.caleb wrote: And I would like to see a greater difference in weapons. Anti-fighter weapons should fly very fast (giving good accuracy), but do little damage. Anti-capital weapon fire should move slow, but hit real hard.
Ok, this makes sense. Yeah, that's what I want to see. Turret tracking speed included in the game would be good, and yeah, rapid gunfire would definitely look better.imperium3 wrote:I disagree actually. I hated the slow-moving capship weapons in X3 because they look so dull. Capship guns should move fast, but be slow to aim and fairly inaccurate (on a fighter-sized scale anyway) as a balancing factor. So then you'd have capship guns for laying waste to one side of a ship, but if you wanted to be more precise and pick off certain modules you'd either have to move into close range, or send in the fighters.caleb wrote: And I would like to see a greater difference in weapons. Anti-fighter weapons should fly very fast (giving good accuracy), but do little damage. Anti-capital weapon fire should move slow, but hit real hard.
Yea and don't fire X weapon when friendly within Y meters of target, the worst part of owning Cap ships was the steady decrease of notoriety, because of their dumb pilots getting in the way of your fight with Pirates or Xenongrbaker wrote:In X3 it would have been nice on capital ships to have some options around how each bank of guns fired.
Instead of all guns firing at the same target, which is a good option for broadsides at another capital ship, have other options like:Just some ideas.... but with the new X-R turrets I hope we have a little more selectable control of the turrets and how they work.
- Independent targeting - closest target to each gun.
Priority targeting - missiles, fighters, corvettes, capitals (and be able to flip those around)
Salvo spread - fire at a single target on gun at a time across the targets path.
Advanced targeting - Assign a bank its priority targets to fire at when in range by type of gun in the bank.