It's not just skill/IQ, it's using the right tool for the job. Oh, and lag factors somewhat for those not in Europe/America >.>
Sue me! hahaha:P
It all depends.... but, I'd say that a good VHF pilot can take down the average bomber pilot. The fighter pilot knows what to do and what to don't do. And has many options to kill the bomber, MR, guns, mines, all combined, the bomber pilot facing a good VHF pilot, has mostly one chance to kill it and that's the SNAC, which can be avoided many many times.
While you are talking about buffing guns up... Don't you think speeds of ships should be increased some too? 150 m/s is kind of slow. It would be nice to fly in engine kill around 300 m/s or a little more. And as for cruise speeds, they should be upped too. I mean you are going full blast on basically an advanced rocket engine and you literally can't go faster than 300 m/s? We have fighter jets that go four or five times faster than that. I feel like I'm traveling in slow motion.
"Abstinence of the Heart; Sever Your Emotion Like A Defective Circuit..."
' Wrote:While you are talking about buffing guns up... Don't you think speeds of ships should be increased some too? 150 m/s is kind of slow. It would be nice to fly in engine kill around 300 m/s or a little more. And as for cruise speeds, they should be upped too. I mean you are going full blast on basically an advanced rocket engine and you literally can't go faster than 300 m/s? We have fighter jets that go four or five times faster than that. I feel like I'm traveling in slow motion.
It's called cruise engines. Followed by EK.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
' Wrote:I do that into battles, but you can't do it while in battle. Things just seem way too slow. For a game of the future, and in space that is.
Whatever happened to fast refire rate weapons too? Those chainguns are nothing for damage. It's nice to have 10.00 and 12.00 refire rate weapons.
Except the game tracks every single projectile. Chainguns cause immense lag at high levels of player activity.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
It's not just skill/IQ, it's using the right tool for the job. Oh, and lag factors somewhat for those not in Europe/America >.>
Sorry to say but my main issue with SNAC aiming is sudden (increase in) lag when I get within 100m of the target. no only that but I also have trouble seeing where the shots are coming from (it looks like he's shooting sideways meanwhile he's actually shoot straight for me. This makes the cross hairs very unpredictable as well.
Well to further show the need to buff fighter based weapons in order for escort to be able to perform their duties I'll show you some stats.
Here is the Vanilla GMG SkyBlast B's. These are guns are meant to fight the NPCs of the original game, you remember...the ones that didn't use bots and bats:
[10:27:26 PM] Felix Larouche (ProwlerPC): Vanilla SkyBlast B's without any mods:
Refire-Rate: 0.12 = 8.33 Shots per second
Power-Usage: 61.12
Projectile-Speed: 750
Needed Hardpoint: hp_gun_special_9
LifeTime: 0.80 = 600 Range
Hull-Damage: 29.34 = 245 per second
Shield-Damage: 14.67 = 122 per second
Here are the Disco stats of GMG SkyBlast B's. These are supposed to fight not only NPCs that regen but also PC's with armour buffs:
Disco SkyBlast B's
Refire-Rate: 0.12 = 8.33 Shots per second
Power-Usage: 63.00
Projectile-Speed: 750
Needed Hardpoint: hp_gun_special_9
LifeTime: 0.80 = 600 Range
Hull-Damage: 27.12 = 226 per second
Shield-Damage: 13.56 = 113 per second
Hmmmmmm....I wish to argue that, nevermind buffing our faction guns, can you please remove the nerf. They do less damage but use more power than the originals who were originaly already meant to use more power and do more damage at the shorter range for it's class.
' Wrote:Except the game tracks every single projectile. Chainguns cause immense lag at high levels of player activity.
I do agree with you there that guns firing too fast can cause lag in groups. But that is at high rates like 16 and up. I have seen this with my own eyes on another server and played there for about two years. They had several high level guns(so that not everyone had the same gun) and they all predominantly fired at 10.00 - 12.00 refire rates. The only people who ever had serious issues were people playing on dial-up or who had lag issues to begin with. And if it's that bad, you can always change your in game resolution or turn your effects down if your computer can't handle it. So there is a balance between things for lag, people just have to be willing to do them.
Personally I run a P3 with 256 megs of ram on a 11mb wireless connection off my neighbors router. And I lived through 12.00 refire rate weapons just fine, in heavy battles I might add with 10+ people firing them at the same time. Not to mention the weapons in question that I have seen in use had a 3-5k range on them, and some even 8k. I'm pretty sure a lot of people have better computers and connections than I do so what is the deal with lag again???
"Abstinence of the Heart; Sever Your Emotion Like A Defective Circuit..."
Allright..how about a special thruster for bombers, which drains the power very very quickly. Bombers still have the advantage over caps when using it, but the recharge time is too small to effectively dodge fighters in a 1v1 fight. basically in a few seconds you end up as if you have lost a thruster, moving on impulse speed instead.
' Wrote:People tend to meep around about how bombers should have their anti VHF capabilities nerfed, but its simply people who like to neglect their strafe buttons too much.
If you know how to fly the thing right, you won't get hit.
While you strafe, you also lose aim and reduce how much you hit the bomber.
Also lag and high ping will get you hit more by a snac more because your dodging is 'delayed' by it.
When a second enemy is shooting you, you can fly all the manouvers you would be flying when fighting a bomber alone.
And finally... Its near impossible to stop a bomber from blowing up a frighter or cap, even if they have fighter escorts, if the bomber guy know when to dodge and when to fire his snac.
I understand you love your SNAC and dont want to give up the advantage it gives you, but... come on...