View Full Version : Weapon Max Range?
Tnarg
May 25th, 2002, 07:29 PM
There are a couple of mods out there that allow weapon mount modifications. Some of these can increase the range of weapons. Some weapons (x-ray bomb-pumped laser has a pretty hefty max range alone. I'm wondering if the ultimate max range is twenty, or can it extend beyond this? Thanks
Fyron
May 25th, 2002, 07:57 PM
If you add a mount that would increase a weapon's range to greater than 20, it increases the range to 20, but no more.
Baron Munchausen
May 25th, 2002, 08:21 PM
Originally posted by Tnarg:
There are a couple of mods out there that allow weapon mount modifications. Some of these can increase the range of weapons. Some weapons (x-ray bomb-pumped laser has a pretty hefty max range alone. I'm wondering if the ultimate max range is twenty, or can it extend beyond this? Thanks<font size="2" face="Verdana, Helvetica, sans-serif">For a beam weapon, yes, the max range is 20. For a seeker the mount system does NOT affect range or damage of the weapon. Only component size and cost, and supply usage.
BUT... if you mod a seeker to have a range greater than 20 it will work, sort of. It doesn't display the greater range or let you fire until the target is within 20. Once you get the target within range and launch, that seeker will then have effectively 'infinite' range like the seekers in SE 3! So, people in the habit of dancing in & out of range will get a big surprise as the seeker follows them. http://forum.shrapnelgames.com/images/icons/icon7.gif Coolness.
Suicide Junkie
May 25th, 2002, 08:32 PM
For a beam weapon, yes, the max range is 20. For a seeker the mount system does NOT affect range or damage of the weapon. Only component size and cost, and supply usage. <font size="2" face="Verdana, Helvetica, sans-serif">Actually 20 is the maximum WITHOUT a mount.
Mounts can and will increase the range beyond 20 if you mod them to.
You won't see the damage value for the 21'st square, but it does fire at that range, and do the proper amount of damage.
A massive platform mount of a Graviton Flux Cannon III will have more than 20 range in P&N v2.6
[ May 25, 2002, 19:35: Message edited by: Suicide Junkie. ]
Fyron
May 25th, 2002, 09:19 PM
Hmmm... I must have done something wrong in the quick test I did. http://forum.shrapnelgames.com/images/icons/icon7.gif Oh well.
Krsqk
May 26th, 2002, 02:32 AM
And, if you include a range 21 entry for missiles, you get seekers which never run out of range. So much for the "missile dance" technique. http://forum.shrapnelgames.com/images/icons/icon10.gif
TerranC
May 26th, 2002, 03:36 AM
Originally posted by Krsqk:
And, if you include a range 21 entry for missiles, you get seekers which never run out of range.<font size="2" face="Verdana, Helvetica, sans-serif">The Unlimited advantages...
No more need for talisman
No more need for direct fire weapons
Undestructable planets and bases
God like baseships...
http://forum.shrapnelgames.com/images/icons/shock.gif *Shudders*
oleg
May 26th, 2002, 03:55 AM
Originally posted by TerranC:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Krsqk:
And, if you include a range 21 entry for missiles, you get seekers which never run out of range.<font size="2" face="Verdana, Helvetica, sans-serif">The Unlimited advantages...
No more need for talisman
No more need for direct fire weapons
Undestructable planets and bases
God like baseships...
http://forum.shrapnelgames.com/images/icons/shock.gif *Shudders*</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Enter the mighty fleet of PDC Battleships. It slowly goes down incinerating dozens and dozens of missiles. The enemy does not know this yet, but they are dead already, because 20k PDC can shot down 50K missile... It just a question of time but they are doomed.
[ May 26, 2002, 02:59: Message edited by: oleg ]
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