Yeah, but a few ships actually have gun mounts smack dab in the middle of the ship - sometimes it's class 9, but in the interests of OCD, wouldn't it be not a big hassle to just switch around weapons classes so long as the same amount of each are left?
eisen i only hope they will revert the CM slot too. otherwise you have to scroll way up/down to see how much you have left. now it was just log in cruiser/bs undock. scroll down weapons tab and fly. set up the weapon groups and make a fire button for em and it was done.
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aerelm, the Firefly transport - Could either the front 4 turrets also face backwards for better defense, or the rear 4 turrets also face forwards, for say, piracy?
One or the other however, not both (twould be too overpowered otherwise)
It's most likely getting a replacement in one of the updates, so it's not a high priority change right now since the whole model is getting redone anyways.
What exactly do you mean that the Wraith now has a shotgunable hull? Was the hitbox changed on it, or are you just referring to the change in armor points?
Quote:Every fighter now has one single missile slot. Light fighters have the slot shared with cruise disruptor, so they'd have to pick between firepower and interceptor role.
HF/VHF hybrids (Gladiator-like ships) have the slot shared with non-torpedo cruise disruptor slot.
All other fighters have the slot shared with one of their high-end gun slots.
Why? Light fighters already get the short end of the stick in terms of firepower. It seems somewhat odd to me to give the ship class that is meant to be an interceptor in the first place a disadvantage for choosing said role.
i think the "one missile / fighter" is a wrong decision for various reasons.
- it seems to be a nerf for missile dedicated players who do sacrifice a lot of flexibility and longevity in combat for ammo based burst damage.
- looks are much much more important than stats sometimes - and fighters with huge boxes that represent the missile pod on one side simply look aweful.
- i don t think one single missile can be balanced well. - unless LF like the hayabusa or other tiny ships do not have a missile slot at all - they would gain a multitude of dps with a missile that is adjusted to a single spot. but the single missile must make up for the lost slots somehow - - which is hard, cause there is not much more room between a cannonball and a starkiller in terms of damage anymore.
alternativly - i would have gone for 1-2 missiles
- missiles additional to torpedos in the TORP slot. - with the difference that are great at tracking ( maybe even at 150+ players ) - but not increase damage or so - and ammobased fighter torps ( no nova ) getting a damage buff - but poor tracking and launch delay.
it would have "fixed" the issue with asymetry - and brought a new choice in terms of CD, torp, razor, inferno or missile into the game.
some special fighters with CD / torp and torp mount could have gained greatly from that one, too - but the problem remains with light fighters vs. VHF or even SHF.
Quote:Every fighter now has one single missile slot. Light fighters have the slot shared with cruise disruptor, so they'd have to pick between firepower and interceptor role.
HF/VHF hybrids (Gladiator-like ships) have the slot shared with non-torpedo cruise disruptor slot.
All other fighters have the slot shared with one of their high-end gun slots.
Why? Light fighters already get the short end of the stick in terms of firepower. It seems somewhat odd to me to give the ship class that is meant to be an interceptor in the first place a disadvantage for choosing said role.
Well, I in the past submitted an idea of how to make light fighters comparable damage wise with vhfs (slow down their turning speed, give them their own set of weapons that are stronger than vhf weapons). The community disagreed, so currently light fighters are not meant to be comparable, they are meant to play a support role.
So taking into account that LF agility isn't really changing, if an LF could mount 3 guns (almost all guns had dps increase for 4.87), a missile (new cannonball will have vhfs running quite scared for example), AND a cd to blow up incoming missiles and mines and stop people from running, I'd say a lot of LFs would be pretty op.
As far as arguments go, feel free to argue otherwise but this change will make it into the first public beta so we can do a trial by fire of all the new changes, and if some LFs need a buff then we'll decide where to go from there.
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Also due to the way the missiles have been redesigned to be useful, the 1 missile hardpoint per ship is going to stay also, because well quite frankly we'd need to halve the stats of the missiles if there were 2 slots, then everybody would need to mount 2 (or none at all) to use them to their full effect. That just means you have 2 less guns rather than 1, so it's really not worth it. On the other side of the spectrum, if we let missiles do more damage than is planned for 4.87, some of them would end up instakilling fighters in 1 hit. So that's not going to change, asymmetry can be an asset too (especially with guided weapons) if you know how to pilot the ship to make sure the missile homing cone is in optimum position. So basically the only proper way to balance the missiles is by limiting them to 1 launcher per ship, otherwise they will be overnerfed like current ones - or op and overused instead.
Sharing them with the torp slot defeats the purpose. They are meant to be a choice, not a force mount. People should get the ability to mount a missile and cd on their vhfs... or maybe a missile + razor if they can manage to make that work?