But the bs turrets so class 8, 9 and 10 will still be vice versa? so what now is 10 will then be 8? as i explained earlier i doubt if it would have any sense. with fighter ships 1 tm 4 you never use also not on bs or cruisers. so to set it up to fire weapon groups is much more easy and you can shoot more then 1 weapon at the press of 1 button. well hell you can even set it on your mouse buttons if you like.
User was banned for: Permbanned
Time left: (Permanent)
(05-17-2013, 10:35 AM)Scumbag Wrote: So from what i have seen/read i understand that the general direction balance is going is faster snub fights and more powerfull vhfs. Is that true?
Yes.
Does this mean more powerful VHFs in relation to bombers and above only, or also in relation to the underused HF and LF classes?
A while back, Narc created a thread suggesting 375 m/s cruise for HFs, with the majority being in favor of this change.
Is this being considered?
(05-18-2013, 02:32 PM)Duvelske Wrote: But the bs turrets so class 8, 9 and 10 will still be vice versa? so what now is 10 will then be 8? as i explained earlier i doubt if it would have any sense. with fighter ships 1 tm 4 you never use also not on bs or cruisers. so to set it up to fire weapon groups is much more easy and you can shoot more then 1 weapon at the press of 1 button. well hell you can even set it on your mouse buttons if you like.
As I explained earlier as well, since it's neither a balance change nor a change submitted by the balance team, it's irrelevant to this thread. If you want to discuss it further, I suggest you make a thread for it in the general Disco mod subforum rather than the balance subforum.
(05-18-2013, 02:50 PM)Karst Wrote: Does this mean more powerful VHFs in relation to bombers and above only, or also in relation to the underused HF and LF classes?
These changes improve LFs and HFs performance as much as they effect VHFs, but ships with lower hulls will have a harder time surviving against a decent aim. So I guess it comes down to whether the glass is half full or half empty. Your call.
(05-18-2013, 02:50 PM)Karst Wrote: A while back, Narc created a thread suggesting 375 m/s cruise for HFs, with the majority being in favor of this change.
Is this being considered?
Yes, but not for the initial 4.87 release, as that'd require introducing a new grade of engine for each engine type and also editing all the heavy fighter sell packages to adjust their engines accordingly. Since it's not on top of the priority list, it'd have to wait until the later updates.
(05-18-2013, 02:32 PM)Duvelske Wrote: But the bs turrets so class 8, 9 and 10 will still be vice versa? so what now is 10 will then be 8? as i explained earlier i doubt if it would have any sense. with fighter ships 1 tm 4 you never use also not on bs or cruisers. so to set it up to fire weapon groups is much more easy and you can shoot more then 1 weapon at the press of 1 button. well hell you can even set it on your mouse buttons if you like.
As I explained earlier as well, since it's neither a balance change nor a change submitted by the balance team, it's irrelevant to this thread. If you want to discuss it further, I suggest you make a thread for it in the general Disco mod subforum rather than the balance subforum.
True for the initial game it makes a small difference, yet its posted as a balance issue makes it in my eyes also strange. But such changed should there not be a poll for it so the community could decide? But if it remains like its stated on your post. I suggest we will see soon enough if its really handy or not. I think its only strange to change things which can be easaly solved within the FL game settings.
edit: Basically this idea would for snubs be easy too then with snacs and torps on slot 1 tm 4 which is also solved with fire missle option within the game mechanics
User was banned for: Permbanned
Time left: (Permanent)
This change will not really break anything. The only relevance it holds is the one inside the game files. The "class 1-10" designation will be scrapped in favour of an actual description of guns, as posted in the other thread. This change will be for all intents and purposes transparent to the players, save for those who still want to use their "fire weapon 1" etc. keyboard settings. Yes, it is easier to just set weapons groups for me as well. What we're doing here though is improving convenience for certain other people here, if you don't want to use it nobody will force you to. Weapon groups will still work as before.
(05-18-2013, 03:42 PM)Duvelske Wrote: True for the initial game it makes a small difference, yet its posted as a balance issue
Actually, this was not posted as a balance update. That list was only included to prevent any confusions with any mentions of the new weapons class listing, and as stated in the same post you're referring to, unless stated otherwise in that thread, actual balance of the guns are left unaffected despite their class change.
More so, as already mentioned in AD's dev log, weapon classes in 4.87 will be using custom labels and are no longer listed as "Class 1, 2, 3, ..." but instead will be using "Light Cruiser Turret, Heavy Cruiser Turret, ...", so as Blodo said, this change would be transparent to players.
Last but not least, if you have a complaint regarding this change, it'd only be effective if it's brought up in the proper thread. Complaining about unrelated stuff in the wrong thread never works, which is why you were asked to post a new thread to voice your concern regarding this rather minor change which does not effect the actual gameplay at all.
Missiles now have a considerably higher damage output and overall performance, but fighters are generally limited to only one missile per ship. Different ammo-based weapons now have varying ammo capacities as well.
How much is 'considerably higher'? I hope you keep balance for light fighters in mind. Cannonballs are at 7'580 now, and if you replace entire missile loadouts with one slot, it won't take much more to kill some LFs in one hit. Fighting a MR snub with a light fighter is already scarier than it should be - think of fighting a light bomber with fighter-speed guns and the energy to fire three times as many SNACs. The penalty in return is not being able to mount a disruptor. The idea of having every fighter fly around with a CD and a MR equivalent missile is not something I'm looking forward to.
Not to my knowledge - although if the Cannonball gets a big upgrade, it'll probably do about as much damage as a Starslayer. Might be wise to keep that in mind and give the guided fighter torpedos a buff as well (maybe cast those into the anti-gunboat role and convert one of them to antishield).
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.