Author Topic: Support weapons  (Read 13638 times)

Offline FranckM

  • Member
  • Salutes: 2
    • [TB]
    • 30 
    • 45
    • 10 
    • View Profile
Re: Support weapons
« Reply #15 on: November 25, 2015, 01:10:00 pm »
A double flare mobula is a good way to reduce the fps of an enemy ship to 5.

Offline MightyKeb

  • Member
  • Salutes: 78
    • [GwTh]
    • 38 
    • 45
    • 45 
    • View Profile
Re: Support weapons
« Reply #16 on: November 25, 2015, 01:59:44 pm »
And a good flare on an enemy's balloon unchemmed can very easily turn the fight in their favor

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Support weapons
« Reply #17 on: November 26, 2015, 11:24:36 am »
The 15 fire stacks does 57 dps to balloon. In a pinch it can put 15 fires on both balloon and hull in two seconds. It often breaks chem cycles and easily hits heavy guns. Best arcs in the game.

I use a flare on most of my ships and two on blender fish. So yeah the flare doesn't need another function, although I'd like a damage buff. I like the idea of a smoke launcher. Like a mini tar with no/reduced damage.

Offline Helios.

  • Member
  • Salutes: 14
    • [Clan]
    • 45 
    • 45
    • 37 
    • View Profile
Re: Support weapons
« Reply #18 on: December 01, 2015, 02:14:51 pm »
a support weapon would be fun, but there are some options that just wont work first and foremost a healing weapon of any kind, in the world it wouldnt make any sense, what would it even be?
secondly, fire putting out weapon could be worth something, but i dont see people being all that stoked for it after the first week or so...
a water cannon might be funny if ti pushed really hard, but still it would have to walk a tightrope between useless and over powered that the minotaur does