I have to agree with Korrd on the Container Transport versus Large Train, armour-weps
against cargo space. The Whale, with no weps, should have an edge in the cargo hold
size aswell. Pays your money, takes your chance. Profit or Pirates ...
Hoodlum
Some say he is a proud member of: "The most paranoid group of people in the Community."
I agree that the codes should have been nerfed and they are fine the way they Are now. but nomad guns are meant to be the uberest of the uber, because they are alien guns designed to kill the ships from the colonies. I dont thinkk they should be nerfed.
And please pretty please, could you change the gunboat forward cannons back? Change the bretonian one if you must, but they were the gunboats only chance of doing ANY damage at all to cap ships.
The GB guns are back dude..... And by the way I have an idea you know how we have a swarm missile pod for torpedo mount well why not make a stronger one that is less accurate (i.e. cannonball missile and fire stalker) Perhaps make a weaker one for standard weapon mounts make it do half the damage of the swarms with same accuracy and mount in standard class9 or ten slots just a thought. And perhaps a class ten heavy non uber homing missile.
I think, that everithing that is done so far is good :yahoo: (exept the container of course) :( .
But i was wondering, is anything ever going to be fixed with the outcast destroyer :rtfm: . No capital ship should strafe that fast, no mater what :nono: . That's my opinion. I hope someone agrees with me...
(and now the stupid question :unsure: )
Can u make the planets turn. Like in Void. But maybe not that fast :D
(feal free to tell me how stupid it is of me even askin that :$ )
Korrd,Nov 25 2006, 10:04 AM Wrote:In vanilla wasnt like that. The range was the same with "B" and with "Shift+B".
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Funny, I seem to remember vanilla having the same limits. I'll do a quick check to find out for sure.
Edit: Here's a before and during shot taken from vanilla FL. Note the distance on the scrap metal, and the lack of the loot icon in the hud.
Before[attachmentid=970]
During[attachmentid=971]
Quote:Edit: Here's a before and during shot taken from vanilla FL. Note the distance on the scrap metal, and the lack of the loot icon in the hud.
I guess this issue is solved, right? I did no changes about the way how tractors work.
Huegent strafe should now be exactly like other cruisers. Report if it's not the case, but according to my numbers (just checked) it should be.
Quote:Can u make the planets turn. Like in Void. But maybe not that fast
When I'll have time, I may release a clientside patch that will make planets spin. Or maybe even insert it into the mod as an option. It's all clientside anyway.
About transports. Whale is a smaller ship, I cannot give it the largest cargo hold.
I don't know about trains yet, but I'm afraid that trains *might* cause lag. In the next beta, I will make equal cargo holds for Container Transport and Train (4500) so that players would buy more Large Trains. Or maybe increase it only for the LTrain.
Quote:That brings into question the whole list on the "readme"
List is correct. Back in early versions of the mod I listed systems, not bases. If you looked on 2nd planets in those systems, you'll find the Armored Transport. Btw I may continue listing only systems, so that new ships will be a bit harder to find. Visiting all bases in one system is rarely a problem.
Talon will be changed back to 6x10 with lower agility.
Skyblast B... well, I "nerfed" it (as you call this procedure) when I saw Reaver Mk II stats. 163 damage, same refire and same energy usage, while Skyblast B has 244 damage, nice eh? I looked through, maybe I missed something about firing speed or range. No, it was similar too. Then I put in the Reaver Mk III of the same level 9 and made Skyblast B deal less damage. Seems fair.
Sabre power supply was not changed.
Codenames... some of them are not to be found anywhere right now, so don't bother searching. I'll add more wrecks in future.