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A dev's log. - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +--- Thread: A dev's log. (/showthread.php?tid=67224) |
RE: A dev's log. - AeternusDoleo - 04-03-2013 It is possible to allow a ship the use of a "class 10" weapon, but not a "class 9" one on the same slot. The class system requires you to set which classes can be used by a hardpoint and list them all. It's not, for instance "class_4 and below", but "class_1, class_2, class_3, class_4". So yes, light fighters will still be able to use missiles provided Blodo assigned missile slots to light fighters. I don't know if this is the case. I don't know if Blodo is planning to adjust missile stats either, or planning to set some special stats for the "one slot only" missiles, like an ammoless missile or heavy damage one. You'd have to ask him. RE: A dev's log. - James. - 04-03-2013 (04-03-2013, 06:16 AM)AeternusDoleo Wrote: And James: I suggest you compare the Hammerhead model to the Barracuda one. What you're saying simply isn't true. I checked vanila and hammerhead have same model as discovery manta. Was wrong thou about manta a bit, manta IS new ship, but got vanila hammerhead model. So barracuda IS mk1 of hammerhead, manta is added one, pretty much manta have hammerhead model and hammerhead got barracuda model in disco, Then I say get rid of manta, as this is the added non vanila one and give back hammerhead its proper model. ![]() //edit - or just switch names of the ships
RE: A dev's log. - jammi - 04-03-2013 I think you've misinterpreted what they mean by mkI / II. A mk I ship is a ship that's had its model cloned and given buffed stats - so the weaker ship is the mk I. The mk II is the Manta in this case. The Barracuda isn't related in the slightest, seeing as it's a different model altogether. You're right that in vanilla, the Hammerhead was the next one up from the Barracuda though. RE: A dev's log. - AeternusDoleo - 04-03-2013 Update: - Talked to Blodo on them missiles: Missile launchers will be limited to one per ship (but still optional - the missile slot is interchangeable with a gun). More variety will be available. Missiles themselves will get a strong buff to compensate that they will no longer be able to be taken in groups. Specifics on the new missiles are being worked out. No need to post suggestions. - Busy with the system infocards and base infocards. Will take a while. RE: A dev's log. - Felix_Wannamaker_III - 04-04-2013 So merging missiles and torpedoes sort of? RE: A dev's log. - Xenosaga - 04-04-2013 (04-03-2013, 11:43 PM)AeternusDoleo Wrote: Update: Well, the biggest problem with missiles is the tracking, especially during heavier server load. Did you do any changes to their tracking behavior? RE: A dev's log. - Echo 7-7 - 04-04-2013 (04-04-2013, 10:04 AM)Xenosaga Wrote:(04-03-2013, 11:43 PM)AeternusDoleo Wrote: Update: Missiles in general as a result of this will have improved tracking. RE: A dev's log. - Haste - 04-04-2013 (04-04-2013, 10:04 AM)Xenosaga Wrote: Well, the biggest problem with missiles is the tracking, especially during heavier server load. Did you do any changes to their tracking behavior? Didn't someone post that increasing the radius of their "proximity fuse" would help a great deal? Perhaps that's what's being done. That's one of the possible solutions, anyways. A plain stat buff would make them even more situational - at low server load, they'd be a necessity in order to perform well, while at peak times they wouldn't hit no matter how hard you tried, and therefore a gun would be a million times more efficient. Edit: Ninja'd. RE: A dev's log. - Zynth - 04-04-2013 Why are the missiles being changed? What exactly warrants a change? I like missiles the way they are now, trading off ammo efficiency for sheer damage. Why is there a sudden implementation of a limitation to one missile per fighter with a buff on missiles? If players choose to have more missiles, they make the tremendous sacrifice of ammo efficiency which is already enough to warrant a careful choice. With the buff, sacrificing one gun for an even more powerful version of the current missile will ensure that almost everybody uses them. The trade off was balanced before, is it balanced now? PS: I declare my bias stance due to the IMG|Kamikaze and the RP behind it. Having a one missile limit will wreck the RP behind it. RE: A dev's log. - monmarfori - 04-04-2013 (04-04-2013, 02:49 PM)Zynth Wrote: Why are the missiles being changed? What exactly warrants a change?Well, if that's the case, then inRP would be like to have your 5 other missiles being inoperable... due to an accidental EMP rendering missiles unusable. |