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The guns in CC and your thoughts (so we can make 'em better)
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Author:  arkman [ Sun Sep 21, 2014 4:08 am ]
Post subject:  Re: The guns in CC and your thoughts (so we can make 'em better)

Here is a random bit of luck



Bit of a rocket seperated the coalition gatling gun from the robot without destroying it,
I don't think I have ever seen that before, what are the odds?

I don't think the modded faction had anything to do with it.

Author:  Asklar [ Mon Sep 22, 2014 12:23 am ]
Post subject:  Re: The guns in CC and your thoughts (so we can make 'em better)

That happens slightly more often than what you might think. It's because the gib impulse limit of the gun is stronger than the impule needed to knock it off from the mech, and it also has a rather big gib wound limit, so it's very possible for the gun to detach without breaking.

Author:  madgamer98 [ Fri Jul 03, 2015 5:48 am ]
Post subject:  Re: The guns in CC and your thoughts (so we can make 'em better)

The lancer from the dummy faction seems to over power the scouting rifle in damage relative to its cost. Its a lot cheaper and seems to me more effective for me than the scouting rifle and has almost the same zoom. The lancer even has less weight than the scouting rifle.

Author:  Greenclone [ Fri Jan 06, 2017 7:28 am ]
Post subject:  Re: The guns in CC and your thoughts (so we can make 'em better)

I think everything is good, except the mac-10 is a pea shooter and helix techion gun thing has way too long of a charge time

Author:  Settings [ Tue Oct 30, 2018 8:31 pm ]
Post subject:  Re: The guns in CC and your thoughts (so we can make 'em better)

Definetely Dihelical cannon it takes year to fire while you still have to aim and be in right range
I think making it chargable and or faster will help a lot

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