keep in mind you have to get close if you want all the shots to hit, oh and that the BS pilot might kill them from being possibly too idle. Flaks can also destroy the projectile.
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(12-29-2015, 09:51 PM)The Kitty Wrote: This ... is experimental.
Guys pls. It's an experiment. If the flhook side of things works well and we can get everything working as intended we can start looking at fine-tuning the balance of things. By changing the ammo-per-launcher, for example.
Bomber deserve a buff and mainly to be made more interesting. Their guns are ridiculously useless.
Let's experiment and see whether it is too much.
I love the change and I am keen on trying it.
Ammo based weaponry is damn cool anyway.
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(12-29-2015, 10:42 PM)Haste Wrote:
(12-29-2015, 09:51 PM)The Kitty Wrote: This ... is experimental.
Guys pls. It's an experiment. If the flhook side of things works well and we can get everything working as intended we can start looking at fine-tuning the balance of things. By changing the ammo-per-launcher, for example.
I have a feeling that'd have to be reduced to ~80 per launcher, but as you've said - it's in an experimental phase.
So we can now dish out 2.4 mil damage without any energy drain?
A very...eh...interesting choice, but fine, let it run for a few days and see what happens.
Though I can already see two bombers flying up to a gunboat and wasting it while one of them just tank the solaris damage being dealt at them.
EDIT: Pretty sure that this also negates any real reason to waste your money for armor on transports against pirate bombers. Especially while your energy recharges for another snack while you are firing the hellfires.
Project shelved. Refer to this thread for further details.
Come one, why is everybody going "Nuuuu!!!!" at a new feature that finally works? Ammo-stacking is cool news, as it will likely work for other types of ammo based stuff as well. Specialisation can be taken to new levels.
Yelling "NERF IT!" before most have even logged in is... something that I cannot understand.