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Hauleralt0002
Posted - 2008.01.08 13:18:00 - [1]
 

Either range, tracking, or damage.

Discuss!

Wild Rho
Amarr
Silent Core
Posted - 2008.01.08 13:19:00 - [2]
 

Range and damage are already covered by tech 1 ammo and tracking is already modified by tracking enhancers/computers so there's no real point.

Sleepkevert
Amarr
Rionnag Alba
Triumvirate.
Posted - 2008.01.08 13:21:00 - [3]
 

On this point the Amarrians are way ahead of other races, we already have scripts, they are called crystals.

wierchas noobhunter
Caldari
Posted - 2008.01.08 13:26:00 - [4]
 

Originally by: Sleepkevert
On this point the Amarrians are way ahead of other races, we already have scripts, they are called crystals.

and how different they are from ammo ?ugh

Vikarion
Caldari
State Trade Consortium
Posted - 2008.01.08 13:39:00 - [5]
 

Originally by: wierchas noobhunter
Originally by: Sleepkevert
On this point the Amarrians are way ahead of other races, we already have scripts, they are called crystals.

and how different they are from ammo ?ugh


They suck more?

But I find the idea of scripts for guns intriguing...perhaps this could help balance lasers...my favorite weapon.

Jaketh Ivanes
Amarr
House of El
Posted - 2008.01.08 13:44:00 - [6]
 

Originally by: Hauleralt0002
Either range, tracking, or damage.

Discuss!


Called 'Ammo', 'Tracking computer' and 'Tracking enhancers'.

Sleepkevert
Amarr
Rionnag Alba
Triumvirate.
Posted - 2008.01.08 14:46:00 - [7]
 

Edited by: Sleepkevert on 08/01/2008 14:46:08
Originally by: wierchas noobhunter
Originally by: Sleepkevert
On this point the Amarrians are way ahead of other races, we already have scripts, they are called crystals.

and how different they are from ammo ?ugh
Instant switching, don't get used up, exactly the same behavior as scripts? Edit: Oh, and they suck, just like scripts do...

Valrandir
Gallente
Distant Thunder
Perihelion Alliance
Posted - 2008.01.08 14:50:00 - [8]
 

Scripts are like ammunition, guns already have ammunitions, one module does not support having two type of ammunition loaded at the same time.

Ulstan
Posted - 2008.01.08 15:38:00 - [9]
 

What you are looking for is called 'ammo'.


Zaknussem
Everybody Loves Donuts
Posted - 2008.01.08 15:44:00 - [10]
 

Scripts could be used on guns not to effect range, tracking and damage, but the other factors that are not covered. Like rate of fire. You could, for example, have a script that allowed you to either "shoot from the hip", which greatly jacks up the rate of fire but decreases accurary, or to take aimed shots, which increases accurary but slows the rate of fire down to a crawl.

However, I think the bigger problem is how CCP is going to cram two different types of charges on the same module, so I don't think this is likely to happen.

Ziggy Spacerat
Posted - 2008.01.08 18:39:00 - [11]
 

Originally by: Zaknussem
Scripts could be used on guns not to effect range, tracking and damage, but the other factors that are not covered. Like rate of fire. You could, for example, have a script that allowed you to either "shoot from the hip", which greatly jacks up the rate of fire but decreases accurary, or to take aimed shots, which increases accurary but slows the rate of fire down to a crawl.

However, I think the bigger problem is how CCP is going to cram two different types of charges on the same module, so I don't think this is likely to happen.


it's called long range vs. short range weapons. ie, Artilleries vs Autocannons. True, your accuracy point could be argued, and it is a neat idea, but wouldn't that remove the need for 2 separate types of weapons? (long range high dmg low tracking vs. short range low dmg high tracking).

Dubious Drewski
Posted - 2008.01.08 18:45:00 - [12]
 

Scripts for turret weapons would be redundant and adds nothing that isn't already there.

Scripts for Launchers, on the other hand - that would be useful. Since we have no modules to modify flight time, speed or explosion velocity/diameter, we could use it more than you could!

Jawas
Gallente
Posted - 2008.01.08 19:23:00 - [13]
 

Originally by: Dubious Drewski
Scripts for turret weapons would be redundant and adds nothing that isn't already there.

Scripts for Launchers, on the other hand - that would be useful. Since we have no modules to modify flight time, speed or explosion velocity/diameter, we could use it more than you could!


There are mods for missiles - Ballistic control. I'm notsure how well they work now cos I have not used missiles since they were nerfed two years ago.

Dubious Drewski
Posted - 2008.01.14 05:47:00 - [14]
 

Originally by: Jawas
There are mods for missiles - Ballistic control.
Omg, are you serious? I didn't know this!

Seriously man, if you don't know even the basics about missiles, maybe you shouldn't submit a comment on them. You might look foolish. Heh.

Let me quote myself:
Quote:
we have no modules to modify flight time, speed or explosion velocity/diameter
Ballistic control units do not affect any of these things. That is what I was saying. We need a module that does.

Spenz
Gallente
PCG Enterprises
Huzzah Federation
Posted - 2008.01.14 06:08:00 - [15]
 

Big no to scripts. Why? Because if history proves anything, the weapon modules will have to be nerfed to make scripts worth using (at least according to the higher-ups).

We do not need anymore nerfs.

Robert0288
Caldari
R E D E M P T I O N
Black Star Alliance
Posted - 2008.01.14 06:14:00 - [16]
 

uhg lame, I could see why they needed them on boosters and damps, b/c they effected 2x attributes (insta-lock sniper anyone?, and they ruined RSD's), but guns already have things to modify their attributes, ammo types, damage mods, tracking computers, the list goes on.

Zeba
Minmatar
Honourable East India Trading Company
Posted - 2008.01.14 06:21:00 - [17]
 

/notsigned


 

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