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*new special* repulsor shield. |
Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2003-10-19 09:33  
Basicly the same as a Pulse shield but this one is green.
and gives a 25-50% chance of making incomming fire make a 180 turn and switch target to the person that fired em.
Not sure what would happen to fighters though.
If the wave did not have effect the incomming fire will just head straight for you like normal
[ This Message was edited by: Axianda *XO* on 2003-10-19 09:33 ]
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Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2003-10-19 11:05  
that would be more of a scrambler not a shield.
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2003-10-19 11:38  
I know but repulsor shield sounds cooler
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2003-10-19 11:57  
Suggestion: Psi Wave (Kluth only) makes incoming fighters (within 250 gu or so) turn friendly (for you) and attack you enemies (whoever is the closest one to you)
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Imaginary Shifty Midshipman
Joined: June 02, 2003 Posts: 204 From: Estonia
| Posted: 2003-10-19 12:00  
well we could go with the homeworld: C repulsor
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2003-10-19 12:38  
Careful with that kind of weapon, Shifty.
If I remember correctly, in HW:C the Repulser field pushed ships back, too.
Think about tractor scouts...
Think about scouts, or any other ship, with a device that can push a whole fleet into a planet at once...
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Juxtapose Grand Admiral Sundered Weimeriners
Joined: May 11, 2002 Posts: 1308 From: Give me your bullets!
| Posted: 2003-10-19 13:07  
Repulsor Shields sounds neat...but I don't think it should turn the munitions back on the player firing, merely deflect them...which may cause the munition to hit your buddies, the baddies or nothing....but atleast they don't hit you.
The Psi Wave is a nifty idea too...but none of that 'Mind Control' stuff. Just a Psonic Pulse wave that momentarily stuns the pilots of Fighters...doesn't kill them, doesn't really do anything except prevent them from firing for about 30 secs.
Then maybe a Psonic Blaster...A PCM like missle that hits a ship and for 30 secs Steering is down by 50%, weapons reload is down by 50%...like you stunned the crew some....
But only 50%...not cumilative...that would be nuts....and PCM in that it is slow recharge, slow firing and not too many of them.
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2003-10-19 13:12  
I like this Psi wave idea would give Kluth a chance against the carriers.
As for my repulsor idea it would only work whit projectiles that use tracking.
So Prticle cannons wont be effected at all since they are just fire and forget
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Cyborg509 Cadet
Joined: February 24, 2003 Posts: 38 From: Indiana
| Posted: 2003-10-20 13:56  
Yes the Hive needs something so it won't get owned by carrier dreads. ICC have thier pulse waves + beams and UGTO have EADs for PD, but Kluth are bad in the PD stat. You can mod them, but Kluth should get a chance unmodded.
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-10-20 15:30  
K'luth will get the best interceptor fighters.
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2003-10-20 18:05  
Quote:
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On 2003-10-20 13:56, Cyborg509 *FA* wrote:
Yes the Hive needs something so it won't get owned by carrier dreads. ICC have thier pulse waves + beams and UGTO have EADs for PD, but Kluth are bad in the PD stat. You can mod them, but Kluth should get a chance unmodded.
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Like said, K'luth will have the best interceptors, so you better have ships around you that actually have fighters. And ICC are getting balanced against fighters as well, since Pulse Beams won't kill in one shot and Pulse Waves will only kill fighters if they are very close to the center of the blast. As well heavy beams will be reduced in accuracy against missiles and fighters, so its Pd will be reduced to 4 light beams.
And if you say that I'm talking about sometime in the future not now, remember that new weapons will only go in after the balance patch (or so I think I've heard).
As for this "shield" itself, I don't think it would fly very well, especially if the ICC (it sounds like ICC tech) are attacking a planet with several Carriers around them. I wouldn't like having 32 fighters turned back on their owners.
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Fleet Admiral Tbone
Commander of the NSS Red Lobster
[ This Message was edited by: Tbone [NSS Pandora's Box] on 2003-10-20 18:06 ]
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2003-10-20 19:39  
Hmmm...
Strength of the K'Luth, or any faction's station, vs long range attacks such as fighters is a key issue that is being looked at deeply in the development of v1.482. We have some solid ideas of how to address this. Stay tuned for more information at a later date (i.e., as the changes become solidified and as we come closer to a point where it can be tested in beta).
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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