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Post Gunner/FC red photon ships
Engineer and ShM red photon ships get an item generator. FC and gunner ship do not. Please fix that. If it were up to me, FC would have a fighter generator, gunner a missile generator. Each would produce 1 fighter/missile maximum, and it would take a while (somewhere between 2 and 5 minutes).

The fighter would not be able to dock again once launched. The fighter would be both heavily shielded and high-damage, perhaps a mini EFF with a powerful capital mining laser, which would also give an aura that wouldn't overlap with real FC auras (resistance to damage sounds good to me). That aura would affect all allied players, not just fighters and missiles like normal fighter auras. It would be very well-shielded, comparable with the Qokuji'qii fighters.

The missile would be a slow-moving, low-manuverability bomb, extremely heavily shielded, which would have maybe 10 billion weight while flying (not while in the ship) and an engine capable of moving it properly. It would deal a significant amount of damage on hit (ideally around 50k pre-resists, which will come to about 20k vs an average endgame ship), give a crippling debuff for a short amount of time, and thanks to the extreme weight knock back everything near it.

(I originally suggested this in Time Warp's thread, but everyone whined about heph machine and ignored my idea, so I reposted here)

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Sun Oct 09, 2011 5:34 pm
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Post Re: Gunner/FC red photon ships
Why not make it look like an NCC Bulk?

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Sun Oct 09, 2011 5:36 pm
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Post Re: Gunner/FC red photon ships
Make the Gunner SSS for the RP ship fire a swarm of fast moving, smaller missiles (8 would be lovely).

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Sun Oct 09, 2011 5:37 pm
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Post Re: Gunner/FC red photon ships
yugioh124 wrote:
(I originally suggested this in Time Warp's thread, but everyone whined about heph machine and ignored my idea, so I reposted here)

I was planning to bring it up to s_m_w the moment I saw it, I just haven't seen him today.

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Sun Oct 09, 2011 5:38 pm
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Post Re: Gunner/FC red photon ships
Blue Dwarf wrote:
yugioh124 wrote:
(I originally suggested this in Time Warp's thread, but everyone whined about heph machine and ignored my idea, so I reposted here)

I was planning to bring it up to s_m_w the moment I saw it, I just haven't seen him today.


While your at it, can Red Photon be made to use Radiation damage instead of Mining?

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Sun Oct 09, 2011 5:42 pm
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Post Re: Gunner/FC red photon ships
Griffin wrote:
Blue Dwarf wrote:
yugioh124 wrote:
(I originally suggested this in Time Warp's thread, but everyone whined about heph machine and ignored my idea, so I reposted here)

I was planning to bring it up to s_m_w the moment I saw it, I just haven't seen him today.


While your at it, can Red Photon be made to use Radiation damage instead of Mining?


Wat?

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Sun Oct 09, 2011 5:44 pm
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Post Re: Gunner/FC red photon ships
Red Photon's main DPS from what I've heard is Mining damage.

Gunners and FC's use ships which are weak to Mining damage.

Consequently, Gunners and FC's suck in Red Photon. Which makes absolutely 0 sense since it seems to be an FC and Gunner Uber Zone.

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Sun Oct 09, 2011 5:56 pm
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Post Re: Gunner/FC red photon ships
RP is fine how it is, the prototype is essentially an FC + gunner (using slaves and fighters, as well as missiles and mining lasers). I have no problem with it, and my FC is quite useful there.

Also, <3 you dwarf. :D

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Sun Oct 09, 2011 10:13 pm
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Post Re: Gunner/FC red photon ships
Hey Dwarf, look at the first link on my signature.

It has a higher approval rating than 95% of the changes made to Star Sonata.

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Sun Oct 09, 2011 10:18 pm
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Post Re: Gunner/FC red photon ships
Quote:
While your at it, can Red Photon be made to use Radiation damage instead of Mining?

If it's a Gunner and FC area, and Mining is common damage types used by them classes, doesn't that just make more sense for them to use it?

Besides, the fighters use Radiation. Besides, not my content.

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Also, <3 you dwarf. :D

I love me too.

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Mon Oct 10, 2011 3:02 am
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Post Re: Gunner/FC red photon ships
The problem with the excessive use of mining is that it renders the classes most intended to benefit from the content useless in the execution of that content. Which by that logice Zerkers should not be able to kill Lion or Zebra Monks and Engineers should be useless in Heph and Rhino. Speed Demons and Seers should be useless in Hermes and Ares(they already are though so bad example on my part).

Doesn't make much sense when you think about it, but hey, since when has SS made sense. Tradition ftw, I vote we make fleet focus unable to enter at all. :D

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Mon Oct 10, 2011 4:03 am
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Post Re: Gunner/FC red photon ships
They've already done that with Emp Mother. The gal simultaneously prevents entry by nearly all cap ships and renders all slaves, fighters and missiles unusable. I'm still amazed they managed to so thoroughly fuck over an entire focus with that area, lol.

But seriously, the RP boss fight is fine how it is. Don't distract him from the important stuff, like giving my carrier a new toy.

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Mon Oct 10, 2011 6:26 am
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Post Re: Gunner/FC red photon ships
RP Boss Fight I could live with. The majority of Red Photon using Mining I'm not so fine with.

EDIT: Can some Capship-only diffusers be put in some asteroids, at least?

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Mon Oct 10, 2011 9:33 am
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Post Re: Gunner/FC red photon ships
Red Photon is lovely. And the fighters does scary amounts of radiation DPS for sure. I multiclient a run every lockout, and when I fail it is either because the amount of radiation damage instantly killing my ShM while the Complex Drones are still alive, or just because of human failure. So I think the balance between radiation and mining damage in there, and the balance between FCs and Gunners are fine.


Mon Oct 10, 2011 10:55 am
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