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Capital Armor and Gunboats

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Capital Armor and Gunboats
Offline RParade
08-09-2008, 06:52 PM,
#11
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Posts: 207
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Lol, yeah.

The only reason I made this post was because I've squared off against a few capital 8 BH Gunships and it was just absurd.

BH Gunship needs it's cargohold to be reduced. I noticed that my shots were going through it sometimes too, but I can't be sure - Freelancer has visual glitches that'll make you think you're shooting nothing when you really are.
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Offline NonSequitor
08-09-2008, 07:13 PM,
#12
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I confess that I have cap 8 on my gs.

Yes, it's ludicrous, considering the price of the armor, but it sure is handy when you're out-gunned and outnumbered. Before the armor, my hull evaporated after one SN hit (with the shields down). Now it takes 2 hits. And I get a roomy 30 units of cargo space.

I can understand cap armor for a bs to cost nearly a billion. To echo a thought already expressed on this thread: armor should be priced according to type and ship class.

Oh, and about the BH gunship. I wouldn't fret about it too much. In the next mod it will be more balanced or it will be nerfed to the point of uselessness. And the bad guys will rejoice.

Well, at least it will look more freelancerish. Long live Jinx!:yahoo:
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Offline AdamantineFist
08-09-2008, 08:15 PM,
#13
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Posts: 2,177
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' Wrote:I think the real problem is with the BH gunship, not the capital ship armor.

Exact opposite. Merely increase the cargo requirement of cap Mk VIII to 300, and no more BHG GSs with Cap Mk VIII!


Of course the balance of the BH GS is another issue entirely...

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Offline Jinx
08-09-2008, 08:22 PM,
#14
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the gunship is neatly rebalanced next version - since i "can" limit fire arcs... two of them do not fire purely front anymore, but leave a 10 degrees total front as a blind spot. - while that might not be much, it has the neat effect that... if the target goes from the upper half of the screen to the lower half, the turrets make a full backwards spin, hence... they don t fire while they spin around.

furthermore, the gunship is a lot easier to hit next mod, cause it is - like the BHG bomber quite a target from the side.

( or at least so its planned - fine tuning is not in my hands )

about cap 8 armour on it - if someone has the cash. - like i said, for me, it feels wrong - but if i was flying one of them, i d prolly feel unsafe to die from a single SN. - so, i cannot blame anyone for it ( rather pity them for trading their *** off )

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Offline Telbasta
08-09-2008, 08:23 PM,
#15
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Cap armor 8 just needs it's cargo space bumped up to 300 like the rest of them, instead of 250. That'd stop the lower end gunships from using it.

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Offline Jinx
08-09-2008, 08:28 PM,
#16
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lower end gunboats = BHG gunship - or is there any other one with a cargohold smaller than 300?

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Offline Doom
08-09-2008, 08:46 PM, (This post was last modified: 08-09-2008, 08:46 PM by Doom.)
#17
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that wont solve everything...since mounted armor will stay mounted...
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Offline El Nino
08-10-2008, 05:40 PM,
#18
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That would be nice, excedingly large cargo demand... 300 for mk7 and 350 for mk8

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Offline Carlos_Benitez
08-10-2008, 06:33 PM,
#19
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I've battled the BHG gunboat with CapVIII (in a bomber). Very annoying fight.

If deemed necessary, make the highest capital-armour upgrades take up just a little more cargo than the gunboats have.

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Offline NonSequitor
08-10-2008, 07:42 PM,
#20
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I'm going to go out on a limb here and speculate, that many, maybe most, of the players stating that the cap 8 armor should be increased are bomber pilots, or just prefer to fly fighter-class ships.

The gunship balance issue aside (it will be balanced - or nerfed to the point of nonviability) the reason many folks have cap 8 armor is because of SNs (a weapon that is begging for an "adjustment"), plain and simple.

If a bomber (or bombers) is engaging a gunship, it is supposed to be a challenge, for both parties. Especially if the gunship is fitted for anti-fighter duty. If it's pain to take down a gunship, it means the pilot has reasonable flying skills and a good setup.
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