Nomad balancing

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2nd Lieutenant
2nd Lieutenant
Posts: 18
Joined: Thu Sep 20, 2007 11:00 pm

Re: Nomad balancing

Post by SunSlayer »

the nomad repeating blaster

dammage: 290 per hit
refire rate: 8.33
energie consume: 230
speed:800 m/s

such a gun would be cool:)

but with the typical purple laser color... hmmm then with a full load of these  the skies would be purple :D

but badly enough this is fantasy :P

GREETZ NOMAD
fight and all of you will die..... run and the most of you will die!!!
Commander
Commander
Posts: 640
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Re: Nomad balancing

Post by Koumori »

I think personally I'd find a fire rate extension on the 0 consumption Nomad Energy weapon range most welcome, a 5.88 would do the trick there. Definitely with the same projectile speed as the rest - 800m/s.

Anything like an energy drain of 230 at 8.33 times a second (in terms of energy usage per second that's even more than the Dark Blossom) would murder the energy reserves of any setup.
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Major
Major
Posts: 1977
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Re: Nomad balancing

Post by geromix »

Agree with Kumori here mostly ,but 5.33 with 0 energy usage would make most people turn towards this gun and people would opt for this instead of Annis.

I think energy usage of around 150 should be enough. :-?
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1st Lieutenant
1st Lieutenant
Posts: 65
Joined: Thu Oct 18, 2007 11:00 pm

Re: Nomad balancing

Post by -PHOENIX- »

well i think mod is perfect  :)
strong guns like laser 3 make up for weak guns like cannon and blaster,its a bummer tho for non snipers
and for ship N1's speed makes up for 1 gun

and a main feature of nomad blasters and cannons is that they take 0 energy
(a useful combination for energy efficient setups)
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