' Wrote:Anyone care to answer to my question I posted earlier?
How to get in SP money besides grinding it out?
When you activate disco mod, a screen will pop up where you can define settings (engine trails, spinning planets). The bottom 4 or 5 are relevant to open SP. One of these allows you to have any amount of starting cash up to some large quantity.
when you make a frequent use of the single player - i suggest to install two versions of freelancer:
- install freelancer the normal way
- rename the folder to "freelancer_" or something
- copy paste your freelancer folder to get a "copy_of_freelancer"
- install discovery 4.85 on both versions - your multiplayer version with the basic settings, the open SP version with 1.8 billion credits ( its clientside anyway - but just to be sure )
now , every time you wish to play freelancer on the disco 24/7 server - you rename your openSP version of freelancer to "freelancer_" and your server multiplayer version to "freelancer" - when you wish to play OpenSP, you swap the names ... your shortcuts will use the linked version then.
that way you don t mess up the version and don t accidently mess up settings and get caught by the anti-cheat software after you tested things out.
that method requires another ~1.2 GB of free disc space - but HDD space isn t hard to come by i guess.
to mod yourself around, you can then freely modify the shiparch, goods, models etc. in your OpenSP version without messing up your normal FL version. - it worked for me during the closed beta.. its quick and uncomplicated.
Well. The player faction in which I belong often does practise tests. And well, I was in the test, then testing flaks. 3 Bombers on 1 agile BS now i cant remeber eqiped I think with 2 flaks... hmmm.. The bs could only crap a bit of my bombers paint job...
And surely, the BS pilot wasnt a nub with that ship.
- you suck at flying a bomber
- you suck at flying a battleship
after maybe 20 hours practicing:
- you manage to dodge good enough to evade warship weaponfire
- you still suck at flying a battleship
after maybe 50 hours practicing:
- you still manage to dodge good enough and evade warship weaponfire, - you became better at aiming, but all in all, not much changed for you
- you become better at weapongrouping, get a feeling for your weapons and your ship - you figure out manouvers to dodge torpedos and warship fire
I'm sorry but it takes that long for you to learn? No, offence intended but some of us are fairly quick off the mark and 20 hours of flying a battle ship got me to about the 50 hour mark. I found that the mastery of both ship types is about equal, i make a mistake i dont do it again(or do it very rarely as we are all only human). I think jinx is underestimating many of the people who play by sayin 100 hours of combat practice in a BS makes you kinda average with em.
I do however agree with your points about patience but all ship classes require that to learn. But playing a bomber is not easy especialy when your facing 20 outcasts in eta, and all the fighters are after you. That and shooting anything smaller than a cruiser requires a fair deal of skill.
But above all these points BS are not very good for fights in comparison to what sorta money goes into them, they are best at being points of good RP. Sometimes this doesnt fall through due to the powertraders of 4.84. But this should now be fixed in 4.85.
i was convinced that it was pretty obvious that it was exemplatory and not accurate.... much as the graphs are more an abstract example and not an empiric display.
What people in this thread seem to miss specifically is that there is no "uber OMFG pwn weapon to kill everything" for battleships and never will be. Each gun for the battleship has a very specific purpose in mind that sometimes doesn't nearly amount to simple "massacring everything in its path". Take the aforementioned flaks for example: their use is to keep fighters and bombers away from the battleship, or surprise cripple them if they get too close.
You don't dodge in a battleship, so what you rather need to be concerned about is your loadout and how you use it. If you have a badly picked/untested/not thoroughly thought through loadout (and most of the battleship pilots on this server do, then they decide to whine about the ship instead of their own lack of skills) then you will likely get pwnt in pvp.
@Blodo: Good points about specialized weapons. A BS pilot really does have to think long and hard about his/her loadout. If you decide to specialize in anti-cap operations, you better have a fighter escort. If you go the anti-fighter route, you make yourself vulnerable to other large caps.
The bomber, on the other hand, is much more versatile. It's SNAC is designed for capships in mind, but with more practice and skill you can kill fighters with it as well. Nor do bombers seem to need escorts very often. Often I just see swarms consisting solely of bombers descending on a target. But the community doesn't see anything odd about this.
The BS is not nearly as versatile. Primaries, mortars, etc, cannot effectively hit anything smaller than a gb, regardless of how good your aim is. Flak- and solaris turrets have limited range and dps, so they are useless against capships.
With the downfall of the gunboat (the Nomab gb, and the BH gs being possible exceptions), the bomber is the new Swiss Army knife of the mod.
On a side note, I think Jinx's theory is pretty much on the mark.
' Wrote:The bomber, on the other hand, is much more versatile. It's SNAC is designed for capships in mind, but with more practice and skill you can kill fighters with it as well. Nor do bombers seem to need escorts very often. Often I just see swarms consisting solely of bombers descending on a target. But the community doesn't see anything odd about this.
If the target has an escort the bombers will fail very badly. They will fail just as much vs fighters as I'm witnessing daily now.
I can think of a few instances from BHG-Order fights or BHG -Nomad fights that I saw as well.
Igiss says: Martin, you give them a finger, they bite off your arm.