Maxim Chaingun - doesn't work, too expensive, can't aim it, I wonder if this was even tested before putting it in. It's biggest problem imo is that it's really difficult to aim with the tiny arc of the auxiliary slot.
Catapult Missile - Actually seems okay in principle but the problem with it is the spread - a gun that hits once in 10 shots into a static target is way too unreliable. This works for bombers but on a fighter it's just bad. And with 120 ammo the argument with "oh it's anticap" doesn't work.
Mini Razor - currently the "correct" choice for auxiliary i think, purely because it doesn't use ammo
Paralyzer - this would be good if it were guided. It currently shares the issue with Cannonball in that if you have more than 2 people around you they suck because of the fire delay. The previous algorithm for paralyzer missile was much better.
Cannonball - useless because of the fire delay, it makes it much more lethal against yourself than the enemy
Dispersion Cannon - the same problem as catapult, it's too unreliable therefore not usable but can potentially do more damage than mini razor against caps so I guess it's kinda ok.
(01-26-2017, 10:06 PM)Corile Wrote: Maxim Chaingun - doesn't work, too expensive, can't aim it, I wonder if this was even tested before putting it in. It's biggest problem imo is that it's really difficult to aim with the tiny arc of the auxiliary slot.
Nothing is tested in multiplayer before it goes in anymore; we don't have a test server.
That being said the shooting I did with it in the O3 brawl just now was very, very informative.
(01-26-2017, 10:06 PM)Corile Wrote: Maxim Chaingun - doesn't work, too expensive, can't aim it, I wonder if this was even tested before putting it in. It's biggest problem imo is that it's really difficult to aim with the tiny arc of the auxiliary slot.
Catapult Missile - Actually seems okay in principle but the problem with it is the spread - a gun that hits once in 10 shots into a static target is way too unreliable. This works for bombers but on a fighter it's just bad. And with 120 ammo the argument with "oh it's anticap" doesn't work.
Mini Razor - currently the "correct" choice for auxiliary i think, purely because it doesn't use ammo
Paralyzer - this would be good if it were guided. It currently shares the issue with Cannonball in that if you have more than 2 people around you they suck because of the fire delay. The previous algorithm for paralyzer missile was much better.
Cannonball - useless because of the fire delay, it makes it much more lethal against yourself than the enemy
Dispersion Cannon - the same problem as catapult, it's too unreliable therefore not usable but can potentially do more damage than mini razor against caps so I guess it's kinda ok.
None of the current crippled and available missiles are still a capable weapon for a fighter. Catapult missile "seems okay in principle" because it doesn't follow your ship and it's not doing damage therefore => you're happy you can kill others without worries that a possible guided and logical missile will hit you once in a while. What else can you say? As I said you need more experience with missiles and please stop crying and writing so many posts against the missiles and torpedoes this game originally had and were perfectly balanced.
On another side, Durandal, to be more informative for you, read this again:
"Javelin family caused the highest amount of damage for weapon level.
Stalker family has higher tracking capability than other types.
Eraser family specializes on shield damage."
Bring back all the missiles and balance them according to the game's real creators and the way they were meant to work.
Slow tracking - hard damage, Fast tracking - small damage, Average tracking - shield damage.
This is still Freelancer so if you plan to create a different game out of this one, please remove the name Freelancer from the title and name it only Discovery RP.
(01-26-2017, 10:06 PM)Corile Wrote: Maxim Chaingun - doesn't work, too expensive, can't aim it, I wonder if this was even tested before putting it in. It's biggest problem imo is that it's really difficult to aim with the tiny arc of the auxiliary slot.
It somewhat works in jousting-bang-noses-into-each-other duel fights, but ye: in real group fights, it's mainly useless. I love the visuals, the hit animation and the sound and feel. But sadly, it is 100 % useless in chase fighting. I would not say that the ammo is too expensive, the gun is just too useless for the price of ammo.
(01-26-2017, 10:06 PM)Corile Wrote: Catapult Missile - Actually seems okay in principle but the problem with it is the spread - a gun that hits once in 10 shots into a static target is way too unreliable. This works for bombers but on a fighter it's just bad. And with 120 ammo the argument with "oh it's anticap" doesn't work.
I agree. I tried Catapults against heavy bombers and there they somewhat work. But against fighters the spread is too much. Either go for... 400 ammo and keep the spread, or reduce the spread and make it more like a careful "align and shoot" rocket than a "generally spam in the general direction when close".
(01-26-2017, 10:06 PM)Corile Wrote: Mini Razor - currently the "correct" choice for auxiliary i think, purely because it doesn't use ammo
The weapon I never understood. Too demotivating for me to miss 95 % and in these 5 % that I hit, I almost orgasm from joy. A really demotivating gun in my opinion.
(01-26-2017, 10:06 PM)Corile Wrote: Paralyzer - this would be good if it were guided. It currently shares the issue with Cannonball in that if you have more than 2 people around you they suck because of the fire delay. The previous algorithm for paralyzer missile was much better.
There was nothing wrong with the old guided paralyzer.
I'm of the opinion no weapons should have ridiculous difficulty curves. Whilst Auxillary weapons are great, they're in sore need of buffing and/or function changes.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
It somewhat works in jousting-bang-noses-into-each-other duel fights, but ye: in real group fights, it's mainly useless. I love the visuals, the hit animation and the sound and feel. But sadly, it is 100 % useless in chase fighting. I would not say that the ammo is too expensive, the gun is just too useless for the price of ammo.
It's fairly likely I'll trial a version of it meant to be shot seperately, with higher velocity and damage per second, but lower ammo capacity. Something you fire when you see a good opening, but leave unused most of the time unless you want to run out of ammo.
I agree. I tried Catapults against heavy bombers and there they somewhat work. But against fighters the spread is too much. Either go for... 400 ammo and keep the spread, or reduce the spread and make it more like a careful "align and shoot" rocket than a "generally spam in the general direction when close".
I think reducing the spread and making it viable against fighters will make it "overlap" too much with the Maxim. I'd rather make it more viable against bombers by raising damage and ammo or something.
(01-27-2017, 01:14 AM)Jack_Henderson Wrote:
(01-26-2017, 10:06 PM)Corile Wrote: Mini Razor - currently the "correct" choice for auxiliary i think, purely because it doesn't use ammo
The weapon I never understood. Too demotivating for me to miss 95 % and in these 5 % that I hit, I almost orgasm from joy. A really demotivating gun in my opinion.
It works. It always has. It has niche uses in shotgun loadouts, it's very powerful if used correctly. A high skillcap (and floor), non-ammo dependent auxiliary. I think it's fine and it provides a good baseline for power levels of future auxiliary weapons.
(01-27-2017, 01:14 AM)Jack_Henderson Wrote:
(01-26-2017, 10:06 PM)Corile Wrote: Paralyzer - this would be good if it were guided. It currently shares the issue with Cannonball in that if you have more than 2 people around you they suck because of the fire delay. The previous algorithm for paralyzer missile was much better.
There was nothing wrong with the old guided paralyzer.
I was going to write a whole wall on what I dislike about the current changes on fighter balance but then recalled I don't care enough.
one thing I will say though.
Adding the Auxillary as an extra slot on all VHFs makes any other snub redundant and I really don't see why anyone thought of this being a good idea.
I think you would have been better off changing Heavy fighters into support fighters with fewer regular guns, slightly more mobile, slightly weaker shield and armor but give them the secondary auxiliary slot.
For example.
WHY ON EARTH would you pick a Loki over an Odin in the current game?
It isn't per-say more mobile, it's weaker in weapon, armor and shield layout, not -that- much smaller...
Sorry for those who added all these hardpoints but I can't see the benefit of this no matter how much I try to have an open mind about it.