I have to open my mouth about the NPC's aswell to be honest...
I'm not an online player, I don't have a very good or reliable connection and I'm quite happy with Freelancer SP anyway. I LOVE this mod, this mod IS what Freelancer should have been and I can't get enough of it.
The NPCs however, are the only things spoiling this for me...
They aren't overpowered as such, not that I've noticed anyway. I like to think of myself as a moderately competent player, but I still can't stand dogfighting anymore. It's long, boring and totally frustrating. All because of the frequent Nano and Battery use of the NPCs. I'm not trying to sound pathetic but at Level 21 on my current account, I am having serious struggles for survival on Level 17 missions, and that just isn't right. A dogfight against a single enemy can last 5 minutes easily due to all the recharging and healing, and 5 minutes in the direct line of fire tends to starve the poor old human player of all of HIS recharges/nanos...
I desperately want to do something about it. I understand the whole "making the NPCs more competent and more of a challege for human players" thing, I really do. But in my SP experience, that's not what I want. If I truly want a challenging fight I'll take a mission twice as high as my Level, or go start trouble in a border system. But a basic, low level mission..? It's kinda spoiling it...
' Wrote:I haven't tried the latest version of this mod. Do the npcs
still recharge shields and use nanobots? Or have they been toned down a little? I don't want to offend anyone, but as a casual gamer I found it very frustrating. Thanks
Yes, they still use their Bots/Bats, and as said before, most of them are back to full hull if you stop shooting at them for a second or so.
You would be best with at least a Griffin class fighter and some level 6 guns to start. Better get a faction bribe to gain access to the level 8 weaponry (for example, take a Liberty Police bribe and use their Vengeances 8 for the start).
You need to be patient and to stay concentrated on one enemy.
It also helps during missions to stay near the mission waypoint (200m to 1200m) as the NPC's then don't do that much frikkin' manouvers. (Barrel rolls, Thruster-spazzy and that)
' Wrote:I had hoped that it had changed. Did they at least make an area easy for noobies to start on combat contracts?
Yep, Pennsylvania, you have started there I guess.
Is there anything I can even POSSIBLY do about it?? I'm not worried about version compatibility since I only play offline so yeah... anything...? I don't particularly want them to use bots and bats tbh.
As I can say from my expierence, they are a bit nerfed. I think it's almost perfect. Except the outcast 18-19 lvl npc .. then they come in groups of 6 ships ... you get inferno machine gun effect. Thats just not good. But everything else is +/- fine. Much better then the previuos mod.