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A look at ship fitting - Printable Version

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A look at ship fitting - masternerdguy - 06-21-2009

' Wrote:Disregarding skill in a skill based game is like disregarding strategy in an RTS or TBS. Or Disregarding level and skills in an RPG. It's simply not a factor you can dismiss.

your absolutely right, last post was stupid......

however, EHP is a good baseline indicator IMO, because it gives you an idea of your ship's survivability damage wise.



A look at ship fitting - tansytansey - 06-21-2009

I still don't think it is. I can make the 5400 armour of a Liberator last much longer than an Upholders' 17600 armour.


A look at ship fitting - masternerdguy - 06-21-2009

' Wrote:I still don't think it is. I can make the 5400 armour of a Liberator last much longer than an Upholders' 17600 armour.

i suppose we must agree to differ here, but this guide has helped at least 3 people so I think it's worth at least a wiki post. Agreed?


A look at ship fitting - masternerdguy - 06-22-2009

' Wrote:i suppose we must agree to differ here, but this guide has helped at least 3 people so I think it's worth at least a wiki post. Agreed?

im working on adding shield regen to the EHP formula fyi



A look at ship fitting - SevereTrinity - 06-23-2009

Look at the talk page on the wiki so you can see what you need to do.


A look at ship fitting - masternerdguy - 06-23-2009

updated


A look at ship fitting - chovynz - 06-23-2009

I think you're going to have to do better than that. Just saying things like "many people have different opinions" does not address the points raised on the wiki page. Would you like me to bring that discussion into here?


A look at ship fitting - Derkylos - 06-23-2009

Ship loadouts?

Basically, for a VHF, you have 8-9 choices. 6 gun slots, possible turret, CD/torp, mine. Thrusters are always the same, shields...well, unless the old "pulses vs graviton" thing was fixed, there's not much choice there, armour is always MK 8 universal. Only people with a "defensive" option are Outcasts (Cheetah thruster), most variations are on the offensive side.

For capships, it is somewhat different. However, again, shields, thrusters, CMDs are always the same, armour is the best you can buy (armour is usually what defines a capship engagement), true, there are more weapon slots on a cap, but there are less options for those mounts (whilst a fighter -can- mount class 1,2,3,4,5,etc and, sometimes, mounting an 8 can be better than mounting a 9, caps can only mount their class-specific guns.

Tradeships don't even need to be considered with respect to PvP loadouts, either you're in a Shire or the like and can blow through GBs with good piloting, or you're gonna lose to everything (it should be noted that there is variation in shield types (hint, hint, infocards, hint, hint), but that is primarily concerned with running away, not with killing the other guy...).

Your "role" in Freelancer is not a factor of what you stick on your ship but what ship you chose and how well you fly. A decent LF pilot in a LF can "tank" way more bombers than a decent capship pilot in a battleship. Someone like me who is good at mashing strafe keys (lulz) but bad at actually aiming can play the role of decoy, whilst someone that can actually shoot straight can be the "Damage dealer"...all in the same ships, all with the same loadout.


A look at ship fitting - masternerdguy - 06-24-2009

' Wrote:Ship loadouts?

Basically, for a VHF, you have 8-9 choices. 6 gun slots, possible turret, CD/torp, mine. Thrusters are always the same, shields...well, unless the old "pulses vs graviton" thing was fixed, there's not much choice there, armour is always MK 8 universal. Only people with a "defensive" option are Outcasts (Cheetah thruster), most variations are on the offensive side.

For capships, it is somewhat different. However, again, shields, thrusters, CMDs are always the same, armour is the best you can buy (armour is usually what defines a capship engagement), true, there are more weapon slots on a cap, but there are less options for those mounts (whilst a fighter -can- mount class 1,2,3,4,5,etc and, sometimes, mounting an 8 can be better than mounting a 9, caps can only mount their class-specific guns.

Tradeships don't even need to be considered with respect to PvP loadouts, either you're in a Shire or the like and can blow through GBs with good piloting, or you're gonna lose to everything (it should be noted that there is variation in shield types (hint, hint, infocards, hint, hint), but that is primarily concerned with running away, not with killing the other guy...).

Your "role" in Freelancer is not a factor of what you stick on your ship but what ship you chose and how well you fly. A decent LF pilot in a LF can "tank" way more bombers than a decent capship pilot in a battleship. Someone like me who is good at mashing strafe keys (lulz) but bad at actually aiming can play the role of decoy, whilst someone that can actually shoot straight can be the "Damage dealer"...all in the same ships, all with the same loadout.

perhapse you should edit the wiki page to include these concepts so I can see what changes you propose.


A look at ship fitting - GHOSTbielars - 06-24-2009

' Wrote:Unfortunately Battleships are an oddity in this situation. But none the less EHP still does not apply. It denotes that anyone capable of dealing enough DPS to be greater than that of a Battleships EHP can win a fight. The difference between an RPG and a Skill based game is that statistics mean virtually nothing. You could take your VHF into a field of NPCs and die much faster than me in my Starflier. "Doing Nothing" Simply cannot apply, combat is fast paced and ever moving, ships do not simply sit still and fire upon one another to see which is the superior ship. Freelancer is not that kind of game.



also, in a hypothetical situtation between 1 bomber and one BB, the bomber could do infinite hitpoint damage and not kill the BB due to shield regeneration. especially when the bomber gets a SNAC hit, and has to wait till it recharges to fire again, and by then the shield has reacharged enough to not be down not allowing the bomber to get hull damage. it would just be a stalemate till the bomber gets hit with a couple turret blasts. as soon as you add a second bomber the whole dynamic changes dramatically with hits spaced out, so that one bombers reload is the others shot and the shield doesnt get the same time to regenerate. eventually there is a number of bombers that could just shoot there snacs at the same time and kill the BB entirely. basically the point is EHP is only relevant when calculating theoretical situations but in reality, there are WAY more factors than that.