assassin,Aug 7 2005, 11:49 PM Wrote:HERES what i think.
make torpedos so strong that the can take down a battleship in just a few shots.
u ask how to balance it?
make torpedos alot more expencive and rarer
torpedos should only be able to mount on VHFs not HFs
VHFs only.
make torps realistic like in the cutsines.
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First of all STOP using excess smileys.
Second, torpedoes cannot hit missile-immune battleships.
Third, should I make a new equipment type just to make supertorps mountable on VHFs only? Too stupid to engage battleship in a weaker fighter.
Igiss,Aug 8 2005, 06:11 AM Wrote:torpedoes cannot hit missile-immune battleships.
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thats thas main point i don't get lol, how can anything be invincible to an explosive warhead :unsure:
the ideas sound good, but we don't want to make it so that one fighter alone can take down a battlecruiser.. an ideal situation is say if you get 7 or 8 fighters bombing a single battlecruiser then it has to start getting worried, not just 3 shots and its dead or then we have the oppisite problem of fighters being too strong against cap ships :cool:
Quote:thats thas main point i don't get lol, how can anything be invincible to an explosive warhead
Ok I'll explain. You see Freelancer is not real life, it's a PC game apart from the real world, and developers sometimes make mistakes and leave bugs in their releases.
:lol:
I repeat 3rd or 4th time, no one for now knows any ways to fix this.
Igiss,Aug 8 2005, 04:02 PM Wrote:I repeat 3rd or 4th time, no one for now knows any ways to fix this.
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Thanks for the explanation Igiss, again! I think many of us have accepted this quirk of Freelancer.
Going slightly off-topic, but...
there's a balancing issue in that the new additions, fantastic as they are, have squeezed out the fighter class to the point where they're really not worth flying, other than to fight npcs. They are too small for serious trading and missions don't pay well enough in comparison. A fighter pilot could resign himself to never owning anything more than a fighter, but also missile immunity and the shield strengths of larger ships, plus the server rules (which I don't have a problem with) really prevent anything useful being done with them in terms of pvp.
My criminal character in a fully tooled-up VHF recently attacked xit (flying a large train) and Kane (a mining ship). Both were red hostile to me. Although my Hornets seemed to work some of the time, I could barely scratch xit and would have been there all day taking down Kane, who had time to thrust all the way to the nearest base!
Granted I was flying alone, with another criminal fighter pilot alongside me things may have been different - Freelancer is about co-operation after all. Sadly I haven't met another character friendly to him, are there any out there? Please get in touch! If I'd had the Inferno or Nova, I wouldn't have had the Hornets, so my prey would've just probably cruised away.
Unlike the larger ships, it takes thought and time to equip a fighter, plus additional expenditure, which doesn't seem worth it at the moment. I'm worried that the elite eagle pilots from vanilla servers (who I used to curse) might be put off by that. Trading and flying a cap-ship won't be to everyone's liking, some will be more trigger-happy, I know I am.
I'm not sure what to suggest, other than boosting the class 10 energy weapons (not the nomads though). I'll see if I can find a pirate wingman first and think about it, and try the new weapons. I'm not suggesting that a fighter should be able to seriously hurt a battleship or cruiser, that's clearly ridiculous, but to be so ineffective against a pc trading ship I find equally ridiculous.
Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons
"Bounty Hunters. We don't need that scum." - Admiral Piett