Even though it uses 200 energy for 320 damage, it is more efficient then most guns out there.
Because, for a change, it hits.
So, if these high refire battleship turrets are to be introduced, they shouldn't have the speed of regular turrets.
Around 1000 max, i'd say.
Ballance is good as it is.
And if we are trying to improve Battleships, why aren't we trying to improve fighters?
No one here mentioned that it is very hard to hit a fighter with a fighter.
What's with that?
It makes much more sense to me that fighters are able to hit fighters, and battleships aren't.
And none are able, not enough at least.
BTW did you every try marsflyer guns on a model as big as a BS m8?
On Mars flyer the guns are closer together. so your target + is right on the money.
On a BS, the gun closest to the target creats the +
Due to a distance difference between the front and the back turrets on a major BS is HUGE, 2 turrets set far apart will never get a shot at a certain point at the same time.I guarantee you even at 2500, moving target will not get hit by all of the guns at the same time cause FL game engine does not accomodate for distance between the turrets. May be a group of them sure but no all of em.
I fly a bomber and and against BS's I generally I deliver my payload from 1500 distance, and I hit very very often.
Sure, Let them add 16 turrets on a BS, but on a target coming in at angles, it would be very tough to blow it up. Try it, if its easy, lower the stats a bit more.
Testing will prove me right or wrong... May be admins can introduce a set in the PvP server for testing to see if they are really that uber. PEACE.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
the ideas are good - but the general mood tends towards making battleships either very hard to get or utterly inefficient so they are not used exessivly.
it is too bad that we do not have the sourcecode of freelancer - or it might be possible to really balance things out. i agree that - a battleship "should" have weapons to counter a swarm of fighters. - it should be able to destroy a battleship with a fighterwing - but not without loosing half of your fighters while you do it.
without the sourcecode - fights will allways remain rather one-sided. either fighters are too agile and small to be hit by a Battleship - or battleships simply kill fighters too easily. there is no such thing as a "stone - scissor - paper" principle here.
right now - battleships are very weak, compared to what they "should" be and how much they cost. - mind you, they are still attractive enough to be bourght.
but before we think of new weapons - we still have unused existing weapons. missiles for example - tweak them a little bit and they make good anti fighter weapons.
i tried to fight a cruiser in a BHG bomber on the pvp server when there was the beta. there were only 2 people on the server - and we both had no lag. the server ran as if it was singleplayer. - those missiles HIT me. not every missile of course - but every 5th or 6th missiles simply hit me. - so while i was permanently taking damage from the endless stream of missiles, i was simply forced to break off and retreat after some time.
now its hard to tweak missiles so they work OK on a fully populated server without being perfect weapons on a low populated server. - and i remember posts saying that "gunboats or caps with too many missiles should be prohibited".