(01-12-2017, 04:24 PM)Durandal Wrote: the addition of noobtube style guns
In all honesty non-tracking missiles that can explode in your face as well and rely on the server not being under load to actually fire immediately are far from noobtube guns. In fact they are more like RNG guns.
The mini razor is also not exactly an easy to use thing either but at least it doesn't have the tendency to explode in your face and cause you more harm than on the enemy.
I personally think the tracking stuff we had were perfectly fine. The only reason we now saw the huge problem of the Starkiller tracking was because now good pvp'ers were also given an extra slot for it while before missiles were on a gun slot which good players preferred to keep a gun on.
(01-12-2017, 04:24 PM)Durandal Wrote: if it were entirely up to me I'd have axed torps and moved missiles to the auxiliary slot, not the other way around.
+1 50 torpedoes is WAY too much. I remember Cannonball missiles (which I believe had similar damage to the Starkiller now) had like 20 or 25 maximum ammo?
What you are saying that 50 torpedoes ammunition is WAY too much is ridiculous. This means that the original FL wasn't on your taste either because 50 missiles/torpedoes were the original ammo limit in this game, therefor 50 missiles or torpedoes are NOT too much, this is how the game was launched and it was played like this for years now.
Quote:What universe are you living in? .85's missiles were completely useless unless you facerammed somebody with them. When I say "unbalanceable" that means both sides of the coin, useless and too useful.
I remember very well that back in 2008-2009 or maybe later as well, missiles were almost untouched and weren't that bad.
Here, read this short description about how missiles were designed in this game, maybe you have never thought of this or maybe you forgot:
"Missile ammunition is limited to 50 rounds per launcher type.
There are three families of missiles: Javelin family caused the highest amount of damage for weapon level. Stalker family has higher tracking capability than other types. Eraser family specializes on shield damage."
As you can see missiles were designed to make sense in this game, not to be removed. If you love to play without missiles, I do not condemn you at all. Sorry.
(01-15-2017, 03:36 PM)Stone21 Wrote: What you are saying that 50 torpedoes ammunition is WAY too much is ridiculous. This means that the original FL wasn't on your taste either because 50 missiles/torpedoes were the original ammo limit in this game, therefor 50 missiles or torpedoes are NOT too much, this is how the game was launched and it was played like this for years now.
The game was also launched with just the Eagle as a competitive pvp platform and missiles/torpedoes instant killing in 1 hit. It was also launched without AU8 upgrades and was just as that launched with fairly limited amount of class 9 guns to mount. The game was also launched without playable capital ships. It was also launched with nomad weapons that didn't drain powercore so you could fire forever. It was also launched without the Train CD and the mosquito CD.
Just because it was launched like that doesn't mean it was balanced.
See, the thing is, fighters aren't really fun to fly right now (or, frankly, since the patch that nerfed all the playable guns to hell) and saying that "oh we're working on it" and it's gonna be playable "soon" is not really enough.
You mean when they nerfed your PGs? )))))))))))
Jokes aside, I don't see what you're complaining about. Letting go of the trigger isn't that hard. If I can manage my powercore in a Sabre that uses 3.03s you can manage in a ship with less gun and more powercore.
That's not the point. "Letting go of the trigger" is the problem because fast-refire guns are designed so that you keep on the target. Higher energy usage doesn't reward you for what you're supposed to be doing with 8.33 or 6.67 guns and so it's a bad change.
Quote:The game was also launched with just the Eagle as a competitive pvp platform and missiles/torpedoes instant killing in 1 hit. It was also launched without AU8 upgrades and was just as that launched with fairly limited amount of class 9 guns to mount. The game was also launched without playable capital ships. It was also launched with nomad weapons that didn't drain powercore so you could fire forever. It was also launched without the Train CD and the mosquito CD.
> implying disco pvp team is doing a better job in balancing ships than the vanilla combat
xddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd
(01-15-2017, 03:57 PM)Corile Wrote: That's not the point. "Letting go of the trigger" is the problem because fast-refire guns are designed so that you keep on the target. Higher energy usage doesn't reward you for what you're supposed to be doing with 8.33 or 6.67 guns and so it's a bad change.
Also doable. Got a PG Manta/5.88 Lynx and also have no core issues on those 2 ships and afaik they have the 12K core which is pretty generic and common. I just spray in bursts. Prior to this change everyone was flying flashpoints or PGs. I welcome the change to see some other kinds of faction guns as well.
(01-15-2017, 03:57 PM)Corile Wrote: > implying disco pvp team is doing a better job in balancing ships than the vanilla combat
xddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd
You're just salty because your PG Eagle requires some resemblance of skill now. (^:
P.S. The only reason vanilla combat was balanced was because everybody flew the same setup.