' Wrote:You need to get the factions to restrict them. And if the player factions don't mind their allies using their weaponry, is it really your place to tell them otherwise?
Personally, I'm a bit in agreement. I don't allow anyone to use GC Suncannons (any, not just level 9s) unless they are GC themselves or have permission.. But that's a player faction choice, not one we should force upon them. Don't want Krak 2s used by other factions, contact the player factions for OC and convince them to start restricting the guns.
And is one of the crappiest guns in the game. Liberty and Heavy Flashpoints non-withstanding.
Krakens, while still better than most guns, are not nearly as uber as some of you seem to think they are. For one, they are NOT more damaging than "most codes" as the original post said... unless "most codes" are JADES and ONYXES. Granted, the 4.00 and 5.00 codes don't do as much damage, but they also don't drain as much energy. Fancy that.
Oh, and someone wanted the Nomad Energy Blaster stats. Here you go.
Nomad Energy Blaster (non-NPC)
2340 damage per second
376 energy per second
700 range
600 speed
4.00 refire
Nomad Energy Cannon (non-NPC)
2136 damage per second
339 energy per second
700 range
600 speed
3.03 refire
They're a wee bit more qualified to be Class 10 than the Kraken is. Notice the energy cost. Notice it three or four more times if it doesn't sink in at first.
Before I move on, ship comparisons are a whole lot more complicated. Tycho mentioned part of it. Turning speeds and hitboxes (not just hitbox size, but shape) are very important and not "linear"- some things make a ship better at certain kinds of combat and weaker in others. Like the Templar, good at furballs and un-good in 1v1.
However, ships and guns -are- balanced together. How long can a Sabre fire a pile of Krakens? Well, it has a powerplant that stores 11,400 energy and regens 1,160 of it per second. 7 Kraken IIs drain 7*504=3528 energy per second. So, by my calculations, the Sabre can fire its full load of Krakens for 4.8 seconds. The numbers for the Titan with its Salamancas come out at roughly 10.5 seconds. The Titan does a whole helluva lot more damage before running out of power than the Sabre does. In 1v1, that 4 seconds might be enough... you let off a burst, turn, regen energy, let off another burst. But in group fights, 4 seconds is nothing. The improved speed helps even it out, but I'd still rather have a Titan than a Sabre in a furball.
DPS is not everything. If it was, everyone would be using ARCHANGELS (2.8k DPS, highest of any non-NPC weaponry). Balancing is a tad more delicate than most of this thread seems to believe...
EDIT: Wow there were a lot of posts while I was writing this...
' Wrote:@schlurbi what about turning speeds and actual model sizes. The borderworlds line is significantly more compact than the corsair line, and you also left out the most important ships, the VHFs.
Corsair ships might be a little bit slower, but they arent really smaller. For me a Sabre easier to hit than a Titan. Also I posted the VHFs before already. Look up.
"Who is it doing this synthetic type of alpha beta psychedelic funkin'?"
I hope this doesn't come across as off topic, but in this re balance debate the I find something that no one really mentioned changing. . .Pulse weapons.
Quote:the most common shields
(speaking of graviton shields)
Graviton shields are a more common type due to their 20% reduction of damage from pulse weapons. so instead of Nurfing some weapons or buffing other weapons, just reduce the damage of all fighter pulse weapons by ~20% and make pulse weapons damage all types of shields equally (100%). Because no shield should be "the best", just "best for you" (depending on who you fight).
if "everyone" uses graviton shields, there is "no change" whatsoever.
Part of the original weapon balancing of this game is different types of guns do different damages to different shield types. IMO changing pulse weapons, in the way stated, would bring back the choice of what shield type to buy, and no one would be "stuck" with graviton just because they're better against pulse.
so if you hate fighting "Krakens" than get molecular Shields. or whatever weapon type your enemy has, find the best shield for you and use it.
you also need to think about that the Sabre is much easyer to hit then a Titan, or i sure got that problem, for me i can hit a Sabre and eagle much easyer then a Titan, and after the sabre got nerded in the last 2 updates i dont see the problem with the kraken, you cant rape a Titan with a sabre in 83 and 84 you could, but not anymore, the gun i think is most overpowerd is the Colada del Cid: 4196 shield damage pr. sec
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe; Einstein Albert.
To me it seems like MOST of you that is complaining is corsairs using too much time laughing while blowing up mining ships and traders then practicing your fighter pilot skill.
Oh and sair ships are annoying as their faster in the "rocking" motion then sabres, so they start turning faster, but has bigger turn angle. also, WHY are you all obsessed by VHF??? sure they are STRONGER then a hf/lf....
Get a decurion, mount 2 tizona and 4 salamanca. Then that "overpowered all raping sabre" is jsut a history. (once you can fly that decurion)
' Wrote:Tested, that would solve everything. + 200m/s and problems are gone. Ask Jure for more stuff.
It makes all guns about as easy to hit with yes. Difference between hitting with a 600 m/s gun and 750 m/s gun is quite big. Difference between 800 m/s and 950% is almost unnoticeable.
=> The guns that have aiming disadvantages but very good damage or efficiency now (say Disinfectors (and all neutrons), all Codenames, all Plasmas) get very good, while the guns who sacrifice speed for damage or energy (like Daitos, Buckshots, Natterters (generally all Lasers and Tachyons)) suddenly have no advantage at all.
Oh and did I mention that it changes freelancer completely?
Instead we should look at the real reason for the problem... which is the increased armor on ships.
Igiss says: Martin, you give them a finger, they bite off your arm.
' Wrote:Antanas, even if you're right, the krakens should stay as they are.
The reason is at least half of the server is using mainly that krakens and will cry at you like we all did to the dev team when the bombers turned into full crap with that useless guns (look at your tizona, it's even better than your bomber guns)
PS : We all know the corsairs have the best pilots, so the outcasts need better stuff to survive.
He is right nerfing them would end in alot of complaints.
I for one think they dont have enough power .... but then again if they took a fighter out in one shot I'd want more power for them heh.
They do have some major energy drain though. About 5 shots of all kraken 2's *5-6 krakens* your energy is hosed. If you add an inferno on there ... it takes some serious skills to fly with this energy drain.
And to Grimly.
I don't think so bud, the casts still tear your boys a new one when they show up in eta;)
Quote: Dusty Lens- Oops I did it again. I posted in flood. Got lost in the game. Oh, baby; baby.