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Space Weapons Visual Slots

hc8hc8 Member Posts: 23 Arc User
I would really like to see weapons visuals slots added to the game for starships. I would like to see three slots.

1. Energy Weapons.
2. Torpedos.

For heavy escort weapons, if they are torpedos, they should be affected by the Torpedo visual, likewise if they are energy weapons.

Comments

  • nightkennightken Member Posts: 2,824 Arc User
    been asked and they outright said no.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • brian334brian334 Member Posts: 2,219 Arc User
    Polygons! Anims! Bug reports when my new weapons visuals fire from a degree off the muzzle of my DHCs! Oh my.
  • davefenestratordavefenestrator Member Posts: 10,694 Arc User
    I've been asking for this for years. It gripes my soul (rustles my jimmies, irks my ocelot, ...) to see that mismatched beam I need to include to get a set bonus.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    nightken wrote: »
    been asked and they outright said no.


    Can't be done, really. Torps don't just fire, but do so at a certain rate and modus (TS/HY). And their cd might be shortened. Beams have modi too, and you can't just superimpose something else on it.

    An option for weapon color, I'd be in for that. :) But even that'd be rather tricky, as beams, for instance, tend to have mixed colors on BO, and a unique special fx.
    3lsZz0w.jpg
  • tigerariestigeraries Member Posts: 3,492 Arc User
    they should make destroying weapon slots as well... sort of silly when your down to 10% hull and all your weapons are still operational. makes having hull/heals important... weapon effectiveness is dependent on hull. with consumables to bring weapons back online for fixed duration... 10 secs 20 secs or 30 secs with cool downs to prevent spam heals.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    tigeraries wrote: »
    they should make destroying weapon slots as well... sort of silly when your down to 10% hull and all your weapons are still operational. makes having hull/heals important... weapon effectiveness is dependent on hull. with consumables to bring weapons back online for fixed duration... 10 secs 20 secs or 30 secs with cool downs to prevent spam heals.


    Well, you can get ship injuries (on Advanced and Elite); but those are usually pretty mild (so miniscule, in fact, that you could keep flying and not notice a thing).
    3lsZz0w.jpg
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    I could see it being easier to do for energy weapons since they all pew-pew about the same. Some torps do fire a bit differently than others so would be more of an issue. I'd be happy if they just did audio swaps on them! I can live with bad colors but some of the WWEEEEEEENNN!s are horrific.
  • shadowwraith#9264 shadowwraith Member Posts: 379 Arc User
    a weapon frequency/sound changer would be better for weapons, especially the sound changer for the TOS screechers
    • Draal - FED, Saurian, LV60 - TAC
    • Mirak - FED 23c, Vulkan, LV60 - TAC
    • Ascaran Bloodclaw - KDF, Gorn, Lv18 - TAC
    • Melchiah - KDF, Gorn, LV60 - TAC
    • Ne'roon - KDF,Lethian, L60, TAC
    • Turel - ROM-KDF, Reman, 30, TAC
    • Elric - ROM-Fed, Romulan, L60, TAC
    • Richtor Belmont - FED 23c, Human,LV20, SCI
    • G'Kar - KDF, Gorn, L10

    USS Sharlin NCC79713 B (part of sheridans access code) - T6, Hestia Class Advanced Escort
    USS Babylon IV - T6 Krenim Science Vessel
    USS Brakiri - T6 Elachi Escort
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    "I am Grey. I stand between the candle and the star."
    "We are Grey. We stand between the darkness and the light."

    – Grey Council greeting
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