Interesting discussion: "best" Descent weapon?

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Sykes
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Postby Sykes » Thu Feb 04, 2010 8:14 am

Sirius wrote:... necessary against some people.


Like you, for example!
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Postby Enzo03 » Thu Feb 18, 2010 2:57 pm

IMO concs and blues. :-\
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blarget#
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Postby blarget# » Fri Feb 19, 2010 2:54 am

i just like to say that the best weapon is lobbers fusion weapon :P
Last edited by blarget# on Sat Feb 20, 2010 3:01 pm, edited 1 time in total.
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Postby karx11erx » Fri Feb 19, 2010 9:30 am

"loggers"? Do you mean Lobber's?
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Sykes
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Postby Sykes » Fri Feb 19, 2010 8:09 pm

I think so. Remember that one map Lobber had with Fusion bullets that were almost half the size of the map itself, and they bounced off of the walls? I'm pretty sure that's what he's talking about. :P
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Postby darkflamewolf » Sat Feb 20, 2010 1:56 am

Quad Lasers level 6 just about beats all.
The descent 1 version of the fusion cannon was the bomb. It was so devestating, almost every robot died in one hit. The damage ratio got nerfed severely in descent 2 making it a far less potent weapon.
Guass cannon is pretty awesome as well and good for long range sniping.
Helix is nice only if you're intent on overloading the other player with things to dodge.
As for missiles, I actually am really starting to like the Mercury Missile, its like a expendable rail gun. It fires fast and in a straight line to the target and almost impossible to dodge on higher skill levels.
Smart Missile is a good choice as is the almighty Mega Missile.
Smart Mines are also an evil choice of weapon, death to tunnel ratters!
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Postby karx11erx » Sat Feb 20, 2010 1:58 am

D2X-XL allows to ramp fusion power to up to 400% - plus giving you triple fusion. With the D1 fusion strength (2X D2 = 200%) that means 1.5 times the power of the D1 fusion.

I thought I'd give the fun back to using the fusion. :)
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Postby Sykes » Sat Feb 20, 2010 3:50 am

I think if charging the Fusion cannon increased the power (up to 400% at full-charge), that would be better... If I recall correctly, Fusion still doesn't increase it's power when it's charged. I believe I reported that as a bug and it was disregarded as being part of the original game, but if it could be added as an XL-specific feature, that would be nice.

EDIT: Ignore what I said, that is merely an opinion. I'm beginning extensive testing on the Fusion cannon, and the results will be put on Sourceforge in the form of a feature request, or a bug report.
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Postby Sirius » Sat Feb 20, 2010 7:20 am

I was actually looking at that earlier and noticed something funny (unless my math is really bad tonight). Charge = 0, fusion damage = 1x; 0 < charge <= 2t, fusion damage = 1-3x; charge > 2t, fusion damage = 4x. And that's been there since at least vanilla D2 (probably D1).
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Postby Tankie2 » Sun Feb 21, 2010 8:04 pm

My primary weapon of choice in single play are quad laser. Also, I think concussion missiles are way underrated and have always been irritated that they were never re-spawned in anarchy (and I still am *HINT*HINT*NUDGE*WINK*).

In single player one of the most effective against a thief bot is the flash. If you hit the thief with a flash it becomes disoriented enough you can follow it up with what ever else you have that it would otherwise easily dodge. This of course follows for any other robot in the mine.
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Postby Sirius » Sun Feb 21, 2010 8:27 pm

Conc respawn is the kind of feature D2X-XL might well already have... but I'm not really sure. I don't think I've looked for it.

The issue is, you'd have to be careful to respawn only as many concussion missiles as the mine started with - not all the freebies handed out with new ships, or ... well, hilarity ensues.
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Postby karx11erx » Sun Feb 21, 2010 9:38 pm

D2X-XL respawns concussions too and takes those a player comes with into a account (amount of concs will not rise as a match proceeds).
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Postby Yokelassence » Sun Feb 21, 2010 10:31 pm

darkflamewolf wrote:Quad Lasers level 6 just about beats all.


Hmm, as powerful as the lasers can get I very rarely find it useful. Smaller robots and player ships are too fast for lasers and get knocked away before I can make repeated hits. For larger robots, I am pretty sure the Pheonix and the Helix does more damage. But I prefer the Gauss if I have it. In fact the Gauss strikes me as overpowered.

Small robots? Gauss it

large robots? Gauss it

Fast robots? Gauss it

very fast robots? Omega

Distant robots? Gauss it

Robots around the corner? Phoenix

Robots very far around corner? Lasers

Multiple robots? Gauss it

Robot at close range? Helix

Heavily armored robot? Gauss it

It is simply so versatile and usable in so many situations that it often eliminates the need for other weapons. As for missiles I find all of them useful for a purpose, but my all time favorite is the Murcury missile. With good aim it can be more effective than mega missiles and I love getting long range kills with it.
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karx11erx
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Postby karx11erx » Sun Feb 21, 2010 11:15 pm

It's "Mercury" missile and has nothing to do with the German "Murks" (~ "Crap"). ;)
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Postby Sirius » Sun Feb 21, 2010 11:42 pm

Um, well, gauss is a very powerful weapon, yes, and in most situations it will be more useful than lasers against robots (unless you are low on ammo but there is an energy centre about). Player ships too fast for lasers though? Not really. If you'd like I could demonstrate. ;)

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