[Suggestion] Gauss Turret / Rifle

Unknown Engineer 5 shared this feedback 4 years ago
Submitted

I just want to suggest gauss rifle and turrets (For small and big ship) So its basicly in game we have 2 diffirent weapon types first one is rockets and second one is bullets. So i just thinked why not we add gauss weapons. Which is a weapon fires a solid projectile at enormous speed (2000m/s) But always requires charging the weapon before firing to keep it balanced.It should also be a rifle for engineers to carry so they can defend themselfs against armored targets.

It should deal damage base on mass & weight & speed. If ship have no armored block this weapon should pierce a clean hole in the ship.

For balance reasons it should require platinium and should only carry 1 ammo and it should take time to charge it like jumpdrive or battery. So we can think this weapon as 1 shot super high damage. But must be prepared before the combat.

On big ships: It should be like a regular turret 3x3 with range of 2000M

On small ships: It should be only manual firing with size of 1x7 and range of 500m

On rifle version: It should be really heavy and recoil should knock people fast if they fire it while using jetpack. Rifle version should use 40 suit power and 1 ammo placed in player inventory with also range of 250m.


Thanks for reading :)

Replies (1)

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People have been suggesting railguns as a new weapon type for a while, heavy damaging hitscan. While punching a hole straight through an unarmored ship would be pretty cool, the block damage required would be enough that it could also probably puncture multiple layers of heavy armor in one hit. Which might be balance-able, but difficult.

I'd personally prefer a 2x2x8 for a small ship. The kind of weaponry that punches holes in ships isn't the kind that you can fit into a 25 square cm cross section, and 8 is just a nicer number than 7.

The handheld version would only work with the spare suit batteries suggestion. That said, it should be pretty powerful but not extremely powerful, and charge up over time instead of deducting power instantly. Enough to take out a lightly armored drone (not cutting through one steel plate would be just sad), but not enough for an actual ship.

Also, keeping all the ranges mostly consistent is a good idea. IIRC everything goes 800 m before just disappearing into the void. Have similar mechanics here for balance, or just a range overhaul for everything. Either way, it would be good to have 800 m be a starting point for any weapon's range.

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If a large-scale capital weapon would be implemented and it would be larger than the 3x3x3 turrets we now have, it would make sense that it would have a longer range.

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