(10-30-2012, 04:47 AM)Blodo Wrote: Sadly, a fighter gun "across the board" speed increase would make such weapons like 2.00 1k+ damage guns incredibly OP (never mind the codenames). "Reduce the damage then" you might say? Means rebalancing a ton of guns, and then also at the same time (lets say we decided to up the speed by some 200ms) a 950ms flashpoint barrage would murder fighters in less than 5 minutes unless the pilot was really bad at aiming, or the enemy was really laggy and yet somehow wasn't kicked by the server. So that would need to be rebalanced, retested, readjusted, etc. as well. Being honest, it means we'd need to review every fighter gun in the mod...
Truth be told, the current fighter weapon speeds are quite all right, as are fighter guns in general. Tweaks here and there are fine, but messing with them as a whole is a bad idea, as - with current fighter agility in general - 700ms speed is the "goldilocks zone" where you can hit enemy fighters generally quite reliably (barring insane lag/OPness of enemy fighter/sometimes skill)... so we have an oscillation of +/-100ms in other guns on that to offset higher damage/refire.
Another issue with total rebalances is that sweeping changes tend to break a lot of things and are generally terrible to manage, so I'd rather have small but significant changes. Like perhaps removing bot/bat trading... somehow. That change alone guarantees a significant reduction in fighter group fight times, since it will no longer be required to go through the whole group's bots to take out one guy. It's also easy to reverse and applies to everything equally without number bias or other errors...
"murder fighters in less than 5 minutes"
it's still much more fun to have fast battles instead of 30min pew pew then see: %playername% has requested to dock -> (dull)
"Like perhaps removing bot/bat trading... somehow"
you can still drop them to allow it's pick up.
also, FL fight balance cant be solved in a smooth way, many aspects of the game should be entierly changed at once.