@Radio
I did no take shard size or RPM into account when determining ammo, but squarely in terms of 'amount of turns you can fire on 1 cannister'. My idea was to use 'inefficiencies with the crystallization process' to handwave explain things if the math doesn't work out.
I figured as such, and I don't really mind, but I just like things to be defined. I also like them to have whole, round numbers- it's just aesthetically pleasing to me, like a black car vs. a hot pink car. They're
functionally the same, just one looks better. It doesn't matter very much to me though. If you or PW want 200/900 mags, I'm fine with that too.
It might take down the target (for example, by the amount of electricity that gets through) if you can go full auto for a turn or two right on target. Dunno, was just trying to prevent a low-tier weapon ripping through mid-tier armor without that weapon giving up something major in return (a gauss rifle could do it with special ammo, but that's very expensive).
I think I might be overestimating the gauss rifle again,
why is it 20mm if it's closer to a 7.62..., but I think a gauss rifle is fully capable of killing a human in milnoplate. Milno got shot in the head with a civvie hunting rifle during the one mission to the mining colony, and it almost snapped his neck. And he had an avatar cloak, and it was a much weaker round. An overcharged [CON:5] may or may not be capable of taking out a human guy in Milnoplate.
I don't think it can, but it bugs me every time someone directly compares a weapon's performance against something to a different weapon's performance against something, when we've never even tested the latter.
I have no idea, and didn't consider it. Does it matter for the functioning of the gun? We might be able to guess it; how much was the original TPU of the Testament (before the balancing)?
It doesn't really matter for the functioning of the gun- again, I just like things to be defined.
The Testament originally had a 4 TPU generator, but note that that was supposed to be way more than it needed. It only had that massive power supply because I was gonna make the gloves work with normal lasrifles, and so I could make the Testament use the same system for little extra cost. Note that the
full-size PSL also has a power draw of 4 TPU.
Later on, when I was considering putting the generator in the gun itself, I didn't because PW hadn't been clear whether it's AP ability was due to having so much extra power to pump into the rounds
Despite trying to get him to clarify three times and so I just decided it'd be easier to go with it and say it needed the 4 TPU. I imagine that would have only exacerbated the eventual problems, if I pointed out that it only really needed 0.02 TPU at most, and got the original cost down to 4 tokens.
...
Y'know, I've thought about this for awhile, and I think a problem with the Testament is that I was underestimating it. I thought it was OP, but I also knew that invariably
every tinkerer who makes a gun thinks that of their weapon, regardless of it's actual ability. So I forced myself into thinking that I was biased and wrong, in the
first case of someone being right about it That's kinda hilarious in hindsight.
@Sean
((No, I think I would like to keep the self-lethality potential in. Kinda like suicidal kickback on the gauss cannon. Automatically locking the weapon down would be very bad if you're in the middle of a firefight and really need to keep firing, it's the sort of design flaw slash feature that gets weapon designers kicked out of design bureaus after field testing and review. With this you get a charged shot option, and the option to keep firing charged shots if what you're shooting at is more likely to kill you than the weapon melting down in your hands.
And again, the exact problem is that with an automatic release mechanism you will have to keep a bead on the target while it is charging, or time your aiming with the countdown. It's not simply a matter of point and shoot anymore, the delay would require you to get your timing exactly right, like for a kinetic amp strike.))
...I think soldiers accidentally killing themselves
and destroying the gun would be more likely to get you kicked out than merely stopping a soldier from shooting. I mean, that's like choosing between playing russian roulette with six bullets or one- who would ever choose the former?
Why don't you have two safeties- one, normally on, which automatically fires the gun if it's charged to the maximum safe (for the gun- no permanent damage) level, and a second for when the first is disabled, which stops the gun just before it damages itself so bad that it fires backwards. That way, a soldier (assuming he can press buttons) will never have the safety kick in and stop him from shooting when he really needs too, because if he waited any longer he wouldn't shoot at the enemy anyways- only himself.
@Pyro!Hope you read this. Just for the sake of expediency, can you okay the production of prototypes for the gun this turn, assuming you're fine with it? I'd really like to be able to get this gun on the Spirit Of Communism's maiden voyage.
Anyways, TURN!
1.Piecewise. I have discussed this with Radio, and I suggest the following alteration to his Testament statsheet. He said that it was fine by him, is it okay with you? (Differences in bold)
Cost: 4 tokens, generator and one cannister included
Ammo: 180 rounds. 1 token per magazine/cannister. Can be hooked up to a regular Piezoelectric Shard Launcher ammo tank, which will provide 810 rounds (note that such a tank is heavy enough to warrant extra strength needed).
Stat requirement: Strength 4 (mostly due to large cannister), Strength 8 (if using Piezoelectric Shard Launcher ammo tank)
Range: Mostly intended for short range, can be used for medium range but accuracy will suffer (Melee:-2 Short:+2 Medium:0 Long: -1 Extreme:N/A)
Fire modes: Semiautomatic, 3-Volley (3 shards at once per turn, should be used most of the time. Can be fired 60 times.) 9-Volley (9 shards at once per turn, equals 20 turns of shooting), full auto (20 shards per turn, equals 9 turns of shooting)
Damage: relatively low per shard, but high fire rate makes up for this. One shard can kill an unarmored target, but against even lightly armored targets multiple shards might be needed.
AP: acceptable to good for a low-tier weapon. Can penetrate a civic defenders longcoat on a good hit, but damage will suffer. Has a small chance to penetrate a single layer of battlesuit plate/Milno plate on a very good hit, but will do low actual damage to target (though high rate of fire offsets this somewhat; Death by a thousand cuts). Can take down someone in Milnoplate with a good deal of concentrated fire, but battlesuits are virtually resistant (except when striking vulnerable parts such as joints).
Advantages: high fire rate, cheap ammo, large ammo capacity, slightly better AP than similar low-tier weapons
Disadvantages: high price for low tier weapon, small strength requirement, low damage per shard (fire rate makes up for this).
For comparison:
Cost: 4 tokens, generator and one cannister included
Ammo: 200 rounds. 1 token per magazine/cannister. Can be hooked up to a regular Piezoelectric Shard Launcher ammo tank, which will provide 900 rounds (note that such a tank is heavy enough to warrant extra strength needed).
Stat requirement: Strength 4 (mostly due to large cannister), Strength 8 (if using Piezoelectric Shard Launcher ammo tank)
Range: Mostly intended for short range, can be used for medium range but accuracy will suffer (Melee:-2 Short:+2 Medium:0 Long: -1 Extreme:-3)
Fire modes: burst (10 shards at once per turn, equals 20 turns of shooting), full auto (25 shards per turn, equals 8 turns of shooting)
Damage: relatively low per shard, but high fire rate makes up for this. One shard can kill an unarmored target, but against even lightly armored targets multiple shards might be needed.
AP: acceptable to good for a low-tier weapon. Can penetrate a civic defenders longcoat on a good hit, but damage will suffer. Has a small chance to penetrate a single layer of battlesuit plate/Milno plate on a very good hit, but will do low actual damage to target (though high rate of fire offsets this somewhat; Death by a thousand cuts). Can take down someone in Milnoplate with a good deal of concentrated fire, but battlesuits are virtually resistant (except when striking vulnerable parts such as joints).
Advantages: high fire rate, cheap ammo, large ammo capacity, slightly better AP than similar low-tier weapons
Disadvantages: high price for low tier weapon, small strength requirement, low damage per shard (fire rate makes up for this).
2.IF Pyro okays it, start producing a few prototypes of whatever version you chose for physical testing with robosods. Also produce some targets of various sorts for testing on- ballistics gel, robobodies, armor plates- just to make sure the real thing is the same as the VR thing.