' Wrote:CM should be lot less effective, but when you drop them, they should be pretty far away from your ship..
Yeah I've coded them to launch at 50 m/s away from the ship, it was quite spectacular, and it made missiles totaly useless, so it was reverted back to original values,... we devs have played with settings so to say, but to keep the general feel of the game we've s ticked with original values..
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Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
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Jure:
You said you made them fast, but that it wrecked missiles...Perhaps you could make them fast, but of a lower percent chance? Like, 50m/s, but only 30% chance of catching a missile?
That way, if you launch one, two out of three times, the missile still hits. The more you launch, the better odds you have of avoiding a missile, but for a 50(ish)% chance, you need to drop twice as many cm as they have to launch missiles, and as such, run out way before the missile launcher runs out of missiles, which I believe will balance the missile combat.
As for CDs...half the tradeships don't even matter to this discussion, and those which do...I'm not sure, even with the 50m/s second, that the CM will get the CD far enough away...Some details on that?
' Wrote:I'm annoyed that the CM droppers are being useless nowadays with the disruptor 100m range explosion, it should be reduced to 25 or 50 meters.
You can't, trains wouldn't even be bothered by a CD then.
Also, can someone please explain to me why a CD does damage? It's annoying to be Hornet spammed in a Liberator and actually taking a decent amount of damage:unsure: