Can anyone explain how this will work before the mod comes out or is it one of those secrets? I am resetting up a few caps right now and don't want to waste the credits. I would much rather be pew pewing then trading for something I wasted my time on.
From what I understand, you won't be able to have an all primary cap anymore... which makes me sad. The heavy hitters are pricey and I don't want to make my arty cruiser and find out it is worthless in a bit when the mod comes out.
As I understand it, you will be able to still have all primary capital ships. Heavy Turret points should be backwards compatible. There's no reason for them not to be.
' Wrote:As I understand it, you will be able to still have all primary capital ships. Heavy Turret points should be backwards compatible. There's no reason for them not to be.
Um. Actually, no, not from what I understand about this. The whole point of this is that the turrets are split up, so you won't have full primary ships. To make up for this, all primaries are quadded - that is to say, they do the damage and take the energy of four primaries now. So basically, you'll have what amounts to full primaries plus extra light and heavy turrets. Really quite interesting, actually.
well, the matter was somewhere behind the fact that some special guns like missiles and razors are eating alot of energy. That was done to prevent people to mount 10 razors on ship. So, there will be slots level 10, 9 and 8 on capital ships (bses).Thus there will be few (1-4..) heavy slots per capital ships to mount stuff like razors, mortars, missiles (Turrets level 10). So you'll be able to have a very limited amount of those. Then there will be primary slots to mount variouse primaries, cerberus etc (level 9. Also few light slots for anti airs and secondaries i guess (turrets level 8).
in the past - we encountered certain players who were quite creative in terms of loadouts - and also if you may call it "skilled" in picking the combat they equipped weapons for.
while that sounds like how things OUGHT to be - a majority of other players who did NOT do the same - complained bitterly.
past examples are:
- missile gunboats in 4.84
- solaris osiris in 4.85
while some people ( like me ) believe that it is entirely OK to do that - cause by specializing up to such an extreme - you give up flexibility - others think that it is detrimental. - a solaris osiris with a good pvper can take out more bombers than is perceived as "balanced".
a missile gunboat in 4.84 was able to take out more fighters/bombers than it was perceived as "balanced" - hence - the GB missiles were nerft in 4.85 ( and ppl still complain btw - just not as much as before )
turret splitting was introduced to
- kind of hardcode the idea of multiple weapons on a capital ship ( so, yes - it is a nerf - but a nerf to the choices available )
- allow for a better balance of weapons, cause when there is a chance that a battleship can mount 1-18 solaris - its hard to balance this solaris weapon.
- allow for more flexibility - especially concerning special weapons.
all in all - it is a nerf to the choices that will allow a much better weaponbalancing. ( hence - an unnerf to weapons by nerfing the choice )
how it works and how it will work in a 200 ppl playerbased server is completely unknown at that time. - we ll all be beta testers.
but if you don t dare more drastic steps like splitting of weaponclasses and defining their location / number on each ship - you ll end up making minor changes to only the weaponsstats - even if its not the weapons being broken, but the ships itself.
So people had an issue with ships like my all solaris and one mortar RPC that I used as a support ship. It can kill bombers but dies to anything larger then a funboat.
I really don't mind having a new challenge to setup my caps, but I really hope this doesn't make them even harder to defend VS. small craft.
On that note, if you guys need a tester I think I could at least do some good.
Quote: Imho, people should stop seeing the caps as flying fortresses. All of the ship's armor is taken as last on the list, the ship made to dish out as much damage as it can.
Yes that would be ideal.. but that would make instakilling very easy for large battleships. Gibbing a bomber or even gunboats without a problem. so balance is more thorwards low damage and high hitpoints.
I'd love to have it the other way however.. masses of damage and medicore hitpoints.
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' Wrote:Can anyone explain how this will work before the mod comes out or is it one of those secrets? I am resetting up a few caps right now and don't want to waste the credits. I would much rather be pew pewing then trading for something I wasted my time on.
From what I understand, you won't be able to have an all primary cap anymore... which makes me sad. The heavy hitters are pricey and I don't want to make my arty cruiser and find out it is worthless in a bit when the mod comes out.
When you're setting up caps, stowing the unused weapons on a transport usually saves credits. I can't possibly make many useful comments on this because it's all subject to change prior to release (and so is the release date). As it was somewhat apparent at the time when Mjolnir asked about slot configs on battleships, all of them will have to use at least 3 types of weapons to fill all slots. The idea is that this allows for changing the weapon parameters to make fights more interesting than a 20-second primary shootout.
You can probably expect a guide/tutorial/hints about this a few days prior to release, as was the case for 4.85.
I have a few transports in different places loaded with capital weapons. Some of them are trophies, like my collection of forward guns people forgot to equip.
It is nice to hear that primaries will still be primary weapons. I hope that the efficiency of them will not be hurt by this.
"Imho, people should stop seeing the caps as flying fortresses."
I certainly didn't blow over a billion credits and have hundreds of hours invested in making an ice cream truck.
What is a heavily armored, massively gunned 1000 ft long space warship?