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Posted by Starkiller on 12-22-2001 10:25 AM:

Is he flying a Badger in one of those shots (the shot before the last shot)..?
Sweet


Posted by Alphakiller on 12-22-2001 04:17 PM:

Starkiller; it appears so. That's something else I wouldn't mind, um, "testing" if you know what I mean

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Posted by Starkiller on 12-22-2001 04:25 PM:

Heh,heh, I understand...


Posted by Triggy on 12-22-2001 06:42 PM:

My main point about the weapons is that you ought to make sure that the aft guns are at most no more powerful than the foreward guns on the Omega, so the best tactic is not to point the aft of the ship at the enemy.

Aside from that whatever balance you decide on should be fine

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Posted by Starkiller on 12-22-2001 07:00 PM:

When I'm right, the beam cannons on the rear are the same as the one on the front. That means that there's more firepower (When we're speaking of beam weapons) on the rear than on the front. Maybe they've done that to disencourage enemy ships to attack the weaker engine section..


Posted by Zeronet on 12-22-2001 07:04 PM:

Firepower Balance probably.

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Posted by Triggy on 12-22-2001 10:55 PM:

There's no point putting the majority of your firepower on the weakest section of your ship because then you would either never use it or you would present your weakest facing towards the enemy. It is for this reason that I refuse to believe that the aft weapons are both more numerous and can fire at the same rate as the front weapons. Both cannot be true at the same time.

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Posted by Zeronet on 12-22-2001 11:18 PM:

He spoke only of Beam weapons. Perhaps the back has more beams but overall the frontal section has more firepower.

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Posted by Mr. Fury on 12-22-2001 11:36 PM:

Front:
2 heavy pulses
2 X-rays

Aft:
4 heavy pulses
4 light X-rays

Aft should have lighter version of heavy pulses, but because of limitations of weapons.tbl we can't do every possible weapon.
Light X-ray is included because it is also used on Midwinters and possibly several other ships as well.

Aft weapons have more limited arc of fire anyways.

Don't complain, we know what is should be. We try to make all ships like they are in the show, B5 realistic and balanced.

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Posted by zoobafoo on 12-23-2001 04:59 AM:

I just remembered someting, this pic made me think of it

In the episode "Messages from Earth" , when the omega has the whitestar trapped in the atmosphere, on the whitestars' screen the omega is upside down, but when they show it the omega its rightsideup, anyone else notice that. BTW sweet pics!!!!

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Posted by Ranger1 on 12-23-2001 05:21 AM:

Just a thought about the weapons. What are you planning for the little pods on the omega? Will they be a light pulse weapon like seen on the show? I mean in "No Surrender, No Retreat" we see the aft pulses firing almost as fast as the pods and cut that fighter wing to pieces. Why not make the pods and aft pulses the same weapon? It doens't give the omega a lot of firepower in the back but it doesn't leave it unprotected. Too me that seems like a good solution and it doesn't take up any more of the .tbl files.

Almost forgot this. Also watching "Sever Dreams" the other day I noticed beam weapons are not the only upgrade making the Midwinter class. There is also a heavy pulse weapon similar to the Nova's placed on the bow where the main gun is. Are you planning to replace that gun with one of the ones from the Nova?

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Posted by Slasher on 12-23-2001 05:38 AM:

Question

I know from the show that the weapons on the Omega can fire both pulses and beams. How will this be handled in game? Can you create two weapon hardpoints at a single coordinate in your modeling program so that you can assign one to be a pulse and one a beam in the ships.tbl or will you be doing something else?


Posted by Mr. Fury on 12-23-2001 10:44 AM:

Ranger1:
Pods are called Phalanx pods, they are short range anti-fighter and anti-missile guns. Trust me, Omega is not unprotected.

Of course there is blind spots, but that's what fighters are for.

Slasher:
Turret is either beam or pulse, not both.

It MAY be possible to have both on same turret but this is also unreliable for some degree. And most importantly, Omega does not need that ability, it is already deadly opponent.

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Posted by Triggy on 12-23-2001 04:13 PM:

As far as I know (i.e. from the show and from AoG both support this) the Omega has no missile firing ability whatsoevever. The phalanx pods contain 'standard particle beams' according to AoG which are particle weapons firing in bursts, a bit like pulse weapons (as is seen in Severed Dreams). These weapons are weaker than the Nova weaponry, more like the weaker pulse weapons that TBP team put on the Nova and Hyperion as opposed to their main guns. This also makes sense if they are meant to be anti-fighter turrets and act as interceptor weapons.

Hope this helps

Oh yeah, as most battles will be scripted, both pulse and beam abilities are not required but bear in mind that this will necessitate two ships.tbl entries. BTW, the heavy pulse weapons seem to be used more as heavy interceptors rather than as offensive weapons most of the time.

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Posted by pera on 12-23-2001 04:20 PM:

quote:
Originally posted by Triggy
As far as I know (i.e. from the show and from AoG both support this) the Omega has no missile firing ability whatsoevever. The phalanx pods contain 'standard particle beams' according to AoG which are particle weapons firing in bursts, a bit like pulse weapons (as is seen in Severed Dreams). These weapons are weaker than the Nova weaponry, more like the weaker pulse weapons that TBP team put on the Nova and Hyperion as opposed to their main guns. This also makes sense if they are meant to be anti-fighter turrets and act as interceptor weapons.

Hope this helps

Oh yeah, as most battles will be scripted, both pulse and beam abilities are not required but bear in mind that this will necessitate two ships.tbl entries. BTW, the heavy pulse weapons seem to be used more as heavy interceptors rather than as offensive weapons most of the time.



You do remember that we can't have interceptors in TBP.


Posted by Triggy on 12-23-2001 04:23 PM:

I know, I was only stating what I have seen in the show and read in the literature.

I might make it an into an interesting project to design a mission with a sequence where some shots are "intercepted" just for effect (using an invisible, invulnerable ship).

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Posted by Mr. Fury on 12-23-2001 04:25 PM:

Pera, perhaps we could use word "interceptors" for turrets that are designed for anti-fighter and/or anti-missile role.

Perhaps they can't fire down incoming shots but that's the only drawback of FS2 engine in this matter, really.

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Posted by Bishop Gantry on 12-23-2001 05:07 PM:

We all know why the Omegas have more firepower in the back... thats so they can keep Sharlins away from their tail when they are running away with the tai lbetween their legs....

I DONT SEE ANY NOVAS THERE!!!

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Posted by Ranger1 on 12-23-2001 05:39 PM:

quote:
Originally posted by Mr. Fury
Ranger1:
Pods are called Phalanx pods, they are short range anti-fighter and anti-missile guns. Trust me, Omega is not unprotected.

Of course there is blind spots, but that's what fighters are for.



When I meant won't be unprotected I meant from other capships. A group of 4 phalanx guns combined with 2 light x-rays seem like a decent aft defence. Well whatever you guys decide to use should work but to me it just makes more sense to have light pulses like the phalanx or actual phalanx pulses firing from the rear. Oh well I just thought I would throw an idea out there.

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Posted by ShadowBoy on 12-23-2001 05:48 PM:

I may be bringing up a point long killed, I don't know. I've seen nothing about it in the FAQ or anything I've read...

You say you can't have interceptors.... But is it possible to make an unguided missile that looks like a pulse shot? See, then you could just tell Freespace 2 to recognize it as a bomb, and it would be able to be shot down.

I know you're dealing with all kinds of limitations, especially the .tbl space limits, but it was just an idea.

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