Talk:Weapons:Small: Difference between revisions
Foo Fighter (talk | contribs) |
|||
Line 19: | Line 19: | ||
== The whole cannon concept. == | == The whole cannon concept. == | ||
I don't exactly see the difference between "cannons" and, say, "blasters". They're all energy based, as opposed to ammo-based(Most rockets) and hybrids(Screamers and railguns come to mind), no? And, on that note, I'd like to set a motion for changing Blasters/Cannons/Guns/Missiles/Rockets to Unguided/Guided with the subsections Energy-based/Ammo-based/Hybrid in each as necessary to make it a bit more intuitive overall. --[[User:Calaihm|Steve]] | I don't exactly see the difference between "cannons" and, say, "blasters". They're all energy based, as opposed to ammo-based(Most rockets) and hybrids(Screamers and railguns come to mind), no? And, on that note, I'd like to set a motion for changing Blasters/Cannons/Guns/Missiles/Rockets to Unguided/Guided with the subsections Energy-based/Ammo-based/Hybrid in each as necessary to make it a bit more intuitive overall. --[[User:Calaihm|Steve]] | ||
I agree with Steve. The left hand Model column might get cluttered, but it would make a much more intuitive weapon selection process. When comparing the energy weapons I shouldn't have to jump around to 7 different tables. | |||
== Flechette Cannons == | == Flechette Cannons == |
Revision as of 03:45, 13 October 2008
Charge Cannon
"By charging you also make the bolt fired larger and slower." That's not right, is it? No matter how charged it is, it's always the same speed, isn't it? - Beolach
It does get larger, but not slower. --Roguelazer 06:06, 14 Mar 2005 (CST)
Flares
Damage/tube is gotten by multiplying the damage per rocket by the number of rockets in a tube. The original values were correct... --Roguelazer 19:01, 20 March 2006 (EST)
I felt it was more useful to display damage/tube, since damage/rocket is already present in the stats and damage/tube is a useful way of comparing them. Does nobody else care what the damage/tube is? --Roguelazer 16:35, 9 April 2006 (EDT)
Damage/tube isn't really a realistic number to compare rockets by, since rarely does one ever use a full tube of rockets on a single enemy(Exceptions being Hive, Capital ships, and pre-nerf Behemoth). One of the reasons one flies rockets is to end a fight as quickly as possible with as few hits as possible. In light of that, it's often better to have a set of rockets that have a high damage/rocket ratio, but a lower damage/tube ration(theoretically). Comparing two rockets by damage/tube is somewhat akin to comparing two cars by the amount of gas they can hold. --Steve
The whole cannon concept.
I don't exactly see the difference between "cannons" and, say, "blasters". They're all energy based, as opposed to ammo-based(Most rockets) and hybrids(Screamers and railguns come to mind), no? And, on that note, I'd like to set a motion for changing Blasters/Cannons/Guns/Missiles/Rockets to Unguided/Guided with the subsections Energy-based/Ammo-based/Hybrid in each as necessary to make it a bit more intuitive overall. --Steve
I agree with Steve. The left hand Model column might get cluttered, but it would make a much more intuitive weapon selection process. When comparing the energy weapons I shouldn't have to jump around to 7 different tables.
Flechette Cannons
The bit about it firing multiple small projectiles per shot is incorrect, at least according to the game mechanics. It's just a rapid fire pellet gun.
Fixed NerdeVerde
Targetting, and the Corvus Widowmaker
Hi. How exactly did you determine the Targetting efficacy (Auto-aim) of each weapon as Okay, Good, Excellent ?
And, what auto-aim should we put on the Corvus Widowmaker?
Foo Fighter 10:03, 19 November 2007 (EST)