' Wrote:Fighters need faster guns, so that dodging like crazy is not as effective anymore as it is now.
This.
It doesn't make any sense that fighters are supposed to be dogfighting and shooting other fighters when pretty much every other class of ship (except bombers, for obvious reasons) has faster weapons.
freelancer is 1st person shooter in space - it is not a space sim.
it is closer to games like "forsaken" or "descent 3" - than to games like "freespace 2" or "x-wing vs. tie-fighter"
in freelancer, you don t quite have the feeling of a ship - you waggle around left and right, up and down - dodging is equipvalent to those ppl jumping non stop in 1st person shooters.
in my opinion ( and i had suggested that more than a year ago )
in general: E-kill should reset to transit speed.
Light fighters should be:
- similar to now, same strafing, lower transit speed, higher thrust speed, MUCH higher thrust drain ( basicly specific LF thrusters )
- the thruster should have no effect on the energy core ( like now )
HF to VHF / SHF should be:
- much slower strafing ( sluggish - like 10 times slower than now )
- 120 transit speed, same thruster as we have them now
Bombers should be:
- no strafing ( or maybe like 30 times worse than now - just for the autodocking )
- 100 transit speed
- 250 thrust speed - same drain as now - while the bomber is faster than 100 ( transit ) - similar to cruise drain - the powercore drains just as much as the core regenerates ( meaning, while you thrust - you don t regenerate power ) also like LF - VERY short thrust only ( like 10 seconds continuous )
- double the armour
- nerf the turning agility
the idea behind that was:
LF are superagile - they have the most powerful thrust burst - but also the shortest one
VHF are pretty good in all respects - but outturned by LF
bombers are sluggish and heavy - but they can make charge runs - hurling their torpedos with high speed at their targets - due to their slow turning and no strafing, they drop to fighters - they don t need the dodging vs. caps much, cause they fire novas from far far away - if they re good at it ( nova speed + 250 = very large range )
agility in freelancer is the extreme turning - and the rediculous strafing around.
Nope bot trading is good actually- the smartest team wins if they can divide their bots good in fight - it is skill why to kill it? If someone brings repair ship it is tactic why to destroy it?
Jinx you are right about the first person shooter but if you make it like sim only the numbers will determinate who will win and the whole tempting PvP question- can I win would I eat snac or mine can I make him eat snac or mine or double razor that bomber? will go away and disco will fail.
Small recalibrating of the ship purposes and guns will do wonders.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
It doesn't make any sense that fighters are supposed to be dogfighting and shooting other fighters when pretty much every other class of ship (except bombers, for obvious reasons) has faster weapons.
Fighters already have the fastest firing guns. 8.33. People just do not use them. They prefer high damage 2.00 like CODEs. No bomber/gunboat/transport/cruiser/BS has a 8.33 gun. So yelling faster guns is just BS.
Fix flak gun and problem is solved. Seen them on another server where they fire out, and at 2K explode for 100 damage in 500M explosion. Refire was 1.00. Little damage yes, but fire 3-4 non stop and bombers crumble to pieces. At same time they are useless against other caps so all Flak is pointless. Also they used alot less power then they do in disco.
' Wrote:Fighters already have the fastest firing guns. 8.33. People just do not use them. They prefer high damage 2.00 like CODEs. No bomber/gunboat/transport/cruiser/BS has a 8.33 gun. So yelling faster guns is just BS.
Fix flak gun and problem is solved. Seen them on another server where they fire out, and at 2K explode for 100 damage in 500M explosion. Refire was 1.00. Little damage yes, but fire 3-4 non stop and bombers crumble to pieces. At same time they are useless against other caps so all Flak is pointless. Also they used alot less power then they do in disco.
I'm talking about projectile speed, not refire rate.
Fighter guns only go up to 750m/s. Other classes go up to 1400m/s.
' Wrote:Wait for 4.86. Caps are getting all new weapons/turrets. So maybe bombers will be alot less nasty/maybe more nasty. Who knows. but this close to release why bother with this topic at all.
Do you actually belive that bombers will less nasty. Well dont even think about it. If they think about that then they wont restrict solaris range to like800 or secondaries a little more. A bomber can always stay out of range and will snac you. The only wepons that can hit at that range is primary . And now they are restrict the no of primary too. They dont like people in caps at all.
So never think that bomber will get a little less nasty.
I think they are striping whatever caps have.
freelancer is 1st person shooter in space - it is not a space sim.
it is closer to games like "forsaken" or "descent 3" - than to games like "freespace 2" or "x-wing vs. tie-fighter"
in freelancer, you don t quite have the feeling of a ship - you waggle around left and right, up and down - dodging is equipvalent to those ppl jumping non stop in 1st person shooters.
in my opinion ( and i had suggested that more than a year ago )
in general: E-kill should reset to transit speed.
Light fighters should be:
- similar to now, same strafing, lower transit speed, higher thrust speed, MUCH higher thrust drain ( basicly specific LF thrusters )
- the thruster should have no effect on the energy core ( like now )
HF to VHF / SHF should be:
- much slower strafing ( sluggish - like 10 times slower than now )
- 120 transit speed, same thruster as we have them now
Bombers should be:
- no strafing ( or maybe like 30 times worse than now - just for the autodocking )
- 100 transit speed
- 250 thrust speed - same drain as now - while the bomber is faster than 100 ( transit ) - similar to cruise drain - the powercore drains just as much as the core regenerates ( meaning, while you thrust - you don t regenerate power ) also like LF - VERY short thrust only ( like 10 seconds continuous )
- double the armour
- nerf the turning agility
the idea behind that was:
LF are superagile - they have the most powerful thrust burst - but also the shortest one
VHF are pretty good in all respects - but outturned by LF
bombers are sluggish and heavy - but they can make charge runs - hurling their torpedos with high speed at their targets - due to their slow turning and no strafing, they drop to fighters - they don t need the dodging vs. caps much, cause they fire novas from far far away - if they re good at it ( nova speed + 250 = very large range )
agility in freelancer is the extreme turning - and the rediculous strafing around.
That actually sounds good.
A complete rewriting of current situation, however, will take a lot of time, but this seems to be worth it.
As for now, faster guns for fighters, turning all bombers into likes of fafnir/barghest in size and agility context, nerfing/removing armors, bots and bats seem to be easiest.
Speaking of blocking bot/bat trade, that's a nice idea if it could be applied to specific ships only, so that repair ships could still work.
I've kinda suggested this some time ago: remove bots/bats from battleships and cruisers completely, or at least just bots, but leave them for carriers. That way, carriers would actually support a fleet. Coupled with less bots/bats on snubs, that would really be noticable. But yes, it leaves repair ship out in the open, for it's supposed to repair big bad ships. Which are, actually, not really supposed to be repaired outside of shipyards, which can be helped with removal of bots. Oh well. Maybe leave only bats for non-carrier caps, then? That way repair ships could still help with their shields, but hull damage would stay. Realistic and prevents all this non-fun things. Hull should be buffed appropriately, of course.
But when you think of it, it's not exactly related to the problem we're talking about. Oh well.