' Wrote::mellow: Eeh, what? They are visible already anyway.
Not just visible, but very visible. Like some of the code names. Incandescent white or something.
........Once more unto the breach, dear friends, once more;..........But when the blast of war blows in our ears,.....
........Or close the wall up with our English dead...........................Then imitate the action of the tiger;.................
........In peace there's nothing so becomes a man........................Stiffen the sinews, summon up the blood,.........
........As modest stillness and humility:........................................Disguise fair nature with hard-favour'd rage!....
Dasher
"Another popup faction. Great. What's wrong with my popup blocker?" - Denelo
"Oh come on, slow and steady doesn't win any races, fast and steady does."
' Wrote:Not just visible, but very visible. Like some of the code names. Incandescent white or something.
Like nomad torpedoes, or may be not, they aren't exactly "very" visible, but they have very nice explosion. Yea, I know what I don't like about Nova now - the lack of proper explosion. I don't think there is any right now. A powerful weapon like that should make nice explosion when hit, it's common rule for any game (especially sci-fi games).
' Wrote:What problem? I don't see a problem here anyway, like I said, I do want some changes but not much anyway, simply because I feel FS a little bit more close to what should be, but that's merely my opinion. Speaking of a "player problem", now I don't want to sound harsh but I feel that trend "everything-is-ok-if-you-know-what-you-are-doing" is getting too old and have a stench of elitism. Things around can still be wrong regardless of how "right" you're playing. Although playing "wrong" indeed can screw up a lot.
There have been multiple parcels of advice on tackling Novas mentioned in this thread. Maybe listening would be a good idea.
I used to suck against Novas like most other folk, but I listened to those that offered advice, and now I'm decent.
Anyway, here we go again...
Hammer the bomber, then when your shields are down, strafe as wide as possible until you hear the Nova miss you. Then shoot its ass. When your shields are back up, you can risk going head on. It takes some practice and you've gotta dodge quite well.
' Wrote:There have been multiple parcels of advice on tackling Novas mentioned in this thread. Maybe listening would be a good idea.
I belive you misunderstand me or mistook me for somebody else, now I did not (and saying this again) say there was a problem with Novas, I only felt that they'd be better with some other "capabilities" I mentioned earlier. That does not necessarily means I consider novas being problematic right now, I have only expressed my opinion of how Novas and generally anticap torpedoes would be a bit better in my view. Also I don't have problems avoiding Novas right now, but thanks for advice anyway, I'm sure someone here might find it useful.
Look the main and true problem with novas is that a bomber can ram someone and shoot and then that person is dead. There is no way a bomber should be able to threaten a fighter at all. Bombers should be powerhouses that decimate caps... but in GROUPS. And they should need a fighter escort so gunboats and fighters don't rape them horribly. That is how it should be, the bomber's anti cap ability has nothing to do with this. It is that as it is now, fighter pilots almost cannot beat bombers because of their maneuverability, armor and the NOVA. Which is over powered for dogfights. Personally I think that bombers should be twice if not 3 times as big as they are now, have about 6 fighter turrets. And pack monstrous bomb launchers. Like some kind of energy based mines that go down in a straight line.
Or there is another solution, turn bombers into bombers. Make them shoot torps straight down. Make the torps wicked accurate and do horrendous damage. But a pain in the ass to aim. Ta da!
can i make the gun need ammo to fire?
yes.gun can make it require ammo..in .ini file.. there is a requires_ammo = false/ture for every weapon, so we can make a gun need ammo to fire..
why those cap ship don't need ammo?
because there is a ammo limit to all kinds of ammo, include CM,CD,Torpedo,any gun,missiles,..example: fighter's missile's ammo limit is 70, then Battleship's missile turret(if needs ammo) is 70 too..does that make sence? a BS only have 70missile on ship..so make cap ship gun needs ammo is impossible..
Not really. The value is defined by units_per_container, which is actually 10. Freelancer multiplies all those values by 7, so you get 70. Put this value at 100 and you have 700. Put it at 200 and you have 1400.