If its for balance, I'd like to raise the issue of reliability of projectiles, since they aren't as useful as before. Sure, when they work, brilliant. Works fine. Though that is rare in my experience, adding another let's say 30 isn't game breaking to me.
' Wrote:If its for balance, I'd like to raise the issue of reliability of projectiles, since they aren't as useful as before. Sure, when they work, brilliant. Works fine. Though that is rare in my experience, adding another let's say 30 isn't game breaking to me.
Wait, hold on "I'd like to raise the issue of reliability of projectiles, since they aren't as useful as before...". What did I miss? Is there projectile guns that consumes ammunition?
' Wrote:For my usual reasoning, curious.
Fair is fairness. But elaborate on the your quote about "reliability of projectiles", pwease!:P
Ok ok, well its just that thanks to the popularity of the mod, we usually have a lot of people playing and sadly the server and ageing engine can only do so much to keep up, causing some missiles and projectiles to not even lock-on to their target. In that sense, its unfortunate that lag should, as a factor render the ammo balance a little bit out of balance.
If we had 70 'working' shots, that's fine. At the moment, my experience and from what I hear, it can be between 35-50 shots that work on a good day. Mine tend to be exempt from this since they are 'active seekers' as opposed to missile/torpedoes 'fire-forget' system, which really doesn't work in Freelancer. The engine is limited there where you need to be facing them for it to lock, THEN you can fire. But the game and lag fiddle with the lock and neutralize the missile.
To summarize, the actual effective ammo we can get is around 40-60% in my estimations. I can live with it, but I wouldn't say no to an increase.
' Wrote:Ok ok, well its just that thanks to the popularity of the mod, we usually have a lot of people playing and sadly the server and ageing engine can only do so much to keep up, causing some missiles and projectiles to not even lock-on to their target. In that sense, its unfortunate that lag should, as a factor render the ammo balance a little bit out of balance.
If we had 70 'working' shots, that's fine. At the moment, my experience and from what I hear, it can be between 35-50 shots that work on a good day. Mine tend to be exempt from this since they are 'active seekers' as opposed to missile/torpedoes 'fire-forget' system, which really doesn't work in Freelancer. The engine is limited there where you need to be facing them for it to lock, THEN you can fire. But the game and lag fiddle with the lock and neutralize the missile.
To summarize, the actual effective ammo we can get is around 40-60% in my estimations. I can live with it, but I wouldn't say no to an increase.