My Congrates to all those who participated in this update. Excellent work.
Now while I would agree that as time passes new designs and developments woud take place for faction vessels and the changes in this update seem to be just right. However, would transports and other less glorious vessels also not benifit from progress?
(07-15-2018, 05:02 PM)Black Smoke Wrote: Sarissa is suppose to be rly good now, actually. Pending ingame testing however
I've been screaming at the top of my lungs about the Sarissa for years, as it was literally the worst battleship in the game before now. Half its stats pegged it as a medium battleship, while it's guns and core had it as a light battleship. There was 0 reason to fly it before.
Now however - as Alex once said a long time ago - the chables have churned. Thanks @Durandal for fixing this woeful injustice~
(07-15-2018, 10:21 PM)Durandal Wrote: Funny you should mention transports, as they will be receiving a long desired feature in the not so distant future.
Could you specify the differences of the S, T and M drones please?
I'm rather confused.
I didn't get to test M's hull damage but so far T is the go do drone as the anti shield drone (S) is useless when they get shields back after the 60 second drone spawn time.
Ofcourse this was testing the drone alone. But at a good range it would be hard to keep those shields down as you swap out which drone you're using.
(07-15-2018, 10:21 PM)Durandal Wrote: Funny you should mention transports, as they will be receiving a long desired feature in the not so distant future.
Become jumpable again? :3
(I know it's not happening, but a guy can dream, right?)
(07-15-2018, 10:26 PM)Nodoka Hanamura Wrote:
(07-15-2018, 10:21 PM)Durandal Wrote: Funny you should mention transports, as they will be receiving a long desired feature in the not so distant future.
(07-16-2018, 04:06 AM)hubjump Wrote: Could you specify the differences of the S, T and M drones please?
I'm rather confused.
I didn't get to test M's hull damage but so far T is the go do drone as the anti shield drone (S) is useless when they get shields back after the 60 second drone spawn time.
Ofcourse this was testing the drone alone. But at a good range it would be hard to keep those shields down as you swap out which drone you're using.
(07-14-2018, 08:40 PM)Titan* Wrote: I still think drones are more useful than 2 heavy weapon in fleet fights. Drones are effective vs any capital ship from gunboat to battleship but it is up to what kind of drone you are deploying
Here is the few info about drones;
Drone deployment time is 60 second
Drone attack range is 5.000m (target must be in drone range, not yours)
Drone have strong shield but Fighter anti-shield weapons(debs) deals x2.5 more damage to Drone shields
Drone cant damage ship armor if it is alone, you basically need someone else or use your pulses to keep them deshielded so drone can hit the armor.
Drone is more useful in fleet fights and if there is multiple carrier that deploying drone they become serious threat and needs to be taken down quickly otherwise you will lose your capital fleet quickly
I highly recommend using Autohotkey to use carrier commands.
-mdrone : Missile Launcher drone that has very fast, high tracking missile launcher. It is fast enough to track gunboats and cruisers. -tdrone : Torpedo Launcher drone, its slow but heaviest torpedo that means it is very hard to deflect this torpedo with Flak Turrets. This drone most useful vs Battlecruisers and Battleships where your drone is not primaried everytime -sdrone : Single-use torpedo drone. this one deals the most damage but its single launch. You need to keep an eye on this drone, after it launch the torpedo you need to use /dronerecall command and redeploy it again, this drone only good if hostile ships keep destroying your drone before it launch another torpedo. Use this drone against Battlecruisers and Battleships, its not fast enough to track Cruiser/Gunboats but if you are lucky you can hit them
As you can see, Carriers can be multi-purpose ships and can be very good support ship and even a good ship for Fleet Commanders.
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(07-16-2018, 05:26 AM)Greylock97 Wrote:
(07-15-2018, 10:21 PM)Durandal Wrote: Funny you should mention transports, as they will be receiving a long desired feature in the not so distant future.
Become jumpable again? :3
(I know it's not happening, but a guy can dream, right?)
Why would you dream about one of the most cancerous mechanics we ever had in the history of the mod?
(07-15-2018, 10:21 PM)Durandal Wrote: Funny you should mention transports, as they will be receiving a long desired feature in the not so distant future.
Become jumpable again? :3
(I know it's not happening, but a guy can dream, right?)
Why would you dream about one of the most cancerous mechanics we ever had in the history of the mod?
(07-15-2018, 11:31 AM)Traxit Wrote: I don't get why Scorchers and Neutralizers got nerfed? Especially the range considering you have to get into Solaris range to even dump most of your powercore without missing because those arcs are too restricted.
(07-15-2018, 11:37 AM)Antonio Wrote: As for the scorchers and neutralizers, I don't get the nerf. Efficiency went down without specifying was it damage or energy consumption that was changed, but more importantly why was the range nerfed? Any weapon losing almost 30% range is getting hit hard, and I don't see how scorchers deserved it. The range was adjusted at that to compensate for length of bigger caps when approaching from rear or front. Because of how Freelancer calculates crosshair showing up from the center of opponent's ship, you could be bumping an Arbiter or Bismarck's ass without the crosshair appearing. That's a big problem and makes using scorchers that much harder, as if 700m wasn't dangerous enough already.