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Both Fusion and Omega cannon have received quite a few improvements in the course of time - enough to warrant a worklog entry just about them,
even though a few things may have been covered here already.
Fusion gun
For me the Fusion gun has always been a mixed bag: It does quite some damage (although it has been weakened in Descent 2 compared to Descent 1),
its projectiles can damage multiple objects on their path, and they travel very fast. Backdraws are long reload times and difficult aim particularly
when overcharging it. All in all that turned it into a weapon for me that had its uses but wouldn't usually be my first or even second choice in most
situations. This ended after I had added a few things that gave its advantages such a boost that I could forget about its backdraws:
- The strength of the Fusion gun can be ramped by up to 400% in 50% increments, turning it into a formidable means of destruction.
- In Descent 1 missions, the strength of the Fusion gun is restored to the original Descent 1 value, which is twice the Descent 2 strength.
- A bug has been fixed where under certain conditions the Fusion gun didn't damage objects it had hit.
- Another bug where the Fusion gun inflicted to much damage too objects it hit if it hit several objects in a single frame has also been fixed.
- Finally, you can equip your ship with a triple Fusion gun by collecting a second Fusion gun.
Omega cannon
This is a weapon I considered as good as useless. It has very short range, short firing time, and consumes a lot of energy - all that without doing
all that much damage. It was good against small, fast moving robots, but that was about it. While the firing effect is not critical to gameplay, I didn't
like those dancing white globes either. A few changes I did recently hopefully turn the Omega cannon into a really attractive tool now:
- You can increase the firing duration to up to 15 seconds. Since the energy consumption of about 11 energy units per second hasn't been decreased,
it will however rapidly deplete your energy supply.
- The Omega cannon can now home in on incoming missiles. This turns it into an awesome defense weapon, capable of destroying multiple incoming missiles,
thus giving you the time to survive a massive attack and destroy the launch platforms. This powerful feature is balanced by the high energy consumption of the
weapon, so I am confident it will not ruin mission balance.
- Instead of white globes, the firing effect can be composed of several lightning rods that are cast at the target, creating a truly gorgeous appearance
when the gun is used. Interestingly enough I found a comment in the game's source code recently where the Omega cannon was referred to as "lightning
gun"; so I may have finally turned it into what it was meant to be from the beginning.
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