I liked those posts, thanks :slight_smile:
I enjoyed your thinking based on space characteristics, like a gauss cannon with U shaped rounds traveling down a rail not having an issue in atmosphere... Not sure but I'd thing that might be even worse in atmosphere than the 50 year old Gyrojet rounds they were firing, though. What i'm now wandering about is an all-round pew-pew solution that works in atmosphere, in space and under-water as eventually we are getting water settings in the game too.
Put three guns into your ship gun-cabenet? Not me! I just Gyrojet 'n go!
The way I see in my minds eye is:
Water: Energy weapons will be useless in water as the energy would dissipate quickly, and high-speed ballistics have been shown by the MythBusters to shatter in a couple of feet - even with future alloys making super-strong bullets ballistics may still have that limitation. GJ ammo is said to be able to be used submerged as rocket fuel provides its own oxygen and the relatively slow speed up should help with the round shattering hopefully making it fairly viable.
Energy: No effect, Balistics: Low to no effect, GJ: Highest effect.
Atmosphere: Energy weapons would be workable but a percentage of their energy will be lost in heat and light to the atmosphere. A bolt of plazma may set light to the atmosphere as it flies through it, wasting energy. Ballistics, as we know, were designed and perfected in atmosphere so highest effect for that. Assuming the GJ performs as in the videos with limited accuracy (which modern high-precision production techniques and computer modeling may nullify) the damage the rounds do show they have effect.
Energy: Medium effect (assuming atmosphere leeches energy from the bolts), GJ: Medium effect (assuming no technological advancement), Ballistics: Highest effect.
Space: Energy weapons would not have any water or atmosphere to leech away their power in space so may be most potent here, but range limited as light and heat loss will eventually dissipate that energy. Ballistics once fired will just go and go and go forever until they hit something, so why they even have range in SC beats me... However traditional ballistics but suffer from Newtons Third Law. If you are sniping from an asteroid position the last thing you want is for your .50 cal to send you backwards off the face of the rock and into the enemies firing line. GJ rounds have low to no recoil, in space have reached max speed and will stay there, you get a higher caliber out of a smaller hand gun (are there even .50 cal hand guns? EDIT - yes there are but they are known for recoil) so should have the benefits of Ballistics without the drawbacks, as was their original design intention.
Ballistic: High effect (with drawbacks) GJ: High effect (without drawbacks) Energy: Highest effect (when In range)
So... i dunno, would it be worth an extra .2 of a credit on each round of ammo to have a sidearm with higher caliber potential in atmosphere, no recoil in space, and that might be the only option for underwater, when you might have to buy 3 different guns for space, atmosphere and water and 3 different types of ammunition...?
I'm gonna fly this flag, it just seems to be a viable all-round solution :slight_smile:
I enjoyed your thinking based on space characteristics, like a gauss cannon with U shaped rounds traveling down a rail not having an issue in atmosphere... Not sure but I'd thing that might be even worse in atmosphere than the 50 year old Gyrojet rounds they were firing, though. What i'm now wandering about is an all-round pew-pew solution that works in atmosphere, in space and under-water as eventually we are getting water settings in the game too.
Put three guns into your ship gun-cabenet? Not me! I just Gyrojet 'n go!
The way I see in my minds eye is:
Water: Energy weapons will be useless in water as the energy would dissipate quickly, and high-speed ballistics have been shown by the MythBusters to shatter in a couple of feet - even with future alloys making super-strong bullets ballistics may still have that limitation. GJ ammo is said to be able to be used submerged as rocket fuel provides its own oxygen and the relatively slow speed up should help with the round shattering hopefully making it fairly viable.
Energy: No effect, Balistics: Low to no effect, GJ: Highest effect.
Atmosphere: Energy weapons would be workable but a percentage of their energy will be lost in heat and light to the atmosphere. A bolt of plazma may set light to the atmosphere as it flies through it, wasting energy. Ballistics, as we know, were designed and perfected in atmosphere so highest effect for that. Assuming the GJ performs as in the videos with limited accuracy (which modern high-precision production techniques and computer modeling may nullify) the damage the rounds do show they have effect.
Energy: Medium effect (assuming atmosphere leeches energy from the bolts), GJ: Medium effect (assuming no technological advancement), Ballistics: Highest effect.
Space: Energy weapons would not have any water or atmosphere to leech away their power in space so may be most potent here, but range limited as light and heat loss will eventually dissipate that energy. Ballistics once fired will just go and go and go forever until they hit something, so why they even have range in SC beats me... However traditional ballistics but suffer from Newtons Third Law. If you are sniping from an asteroid position the last thing you want is for your .50 cal to send you backwards off the face of the rock and into the enemies firing line. GJ rounds have low to no recoil, in space have reached max speed and will stay there, you get a higher caliber out of a smaller hand gun (are there even .50 cal hand guns? EDIT - yes there are but they are known for recoil) so should have the benefits of Ballistics without the drawbacks, as was their original design intention.
Ballistic: High effect (with drawbacks) GJ: High effect (without drawbacks) Energy: Highest effect (when In range)
So... i dunno, would it be worth an extra .2 of a credit on each round of ammo to have a sidearm with higher caliber potential in atmosphere, no recoil in space, and that might be the only option for underwater, when you might have to buy 3 different guns for space, atmosphere and water and 3 different types of ammunition...?
I'm gonna fly this flag, it just seems to be a viable all-round solution :slight_smile:
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