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Battleship weapon changes..

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Battleship weapon changes..
Offline AdamantineFist
06-03-2008, 12:58 AM,
#51
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' Wrote:I was commenting that the general idea was good.. not the exact numbers.

Very high speed, low range, low to medium refire and a bit low damage. With 1.00 refire maybe it could get close to 1000 -1500 damage while keeping some 800m/s range and a lot of energy used.
It should be at least as good as a fighter gun in terms of damage, I think, even with the absurd accuracy. If you're in a fighter, you shouldn't really even BE closer than 800m to the battleship.

' Wrote:@Tenacity
..we are way off topic here.....we are talking about Battleship weapons.....not about the food chain for ship classes.....
We actually are. The battleship weapons are part of the "food chain" problem, as they affect what battleships can do, and thus require compensation by the other ship classes.

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Offline Jinx
06-03-2008, 07:56 AM,
#52
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how serious are we with the suggestions anyway - will someone write up a summary of suggestions and Email them to igiss? - i don t think he browses through all the discussion threads but rather prefers a finalized version of what was decided on being "reasonable".

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Offline El Nino
06-03-2008, 04:51 PM,
#53
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Well i tested some of the purposed changes, on my little ool server here... (just nomad battleships, gunboats and fighters in kappa i'm afraid) And it became remarkably nice, the main guns trashing away with 10000 dmg, and 500 speed, really nice weapons, the 6000 range didn't come in to effect as npcs disapear at 2k, but it is nice to see your main guns doing actually some main damage....

as for the point defense weapons, i'm not convinced... i stuck with the original 2400 dmg of the order mk2 turret, beafed up the speed to 6000 and even with good hits, it took time to take out nomad fighters... Hiting does become a click and hit affair though, but click and miss, you surtenly miss, damage in the range of fighter weaponry would be good, but bellow that?? (suggested 300, is really a mare hinderance, nothing serius unless you take on starflyers...)

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Offline El Nino
06-03-2008, 05:15 PM,
#54
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' Wrote:Oh and for 1hit at other then BBs... Did you ever see a 120m cruiser survive a nuclear warhead that hits directly at it?
Yeh... Maybe if it was made from a 100% diamond...

Actually space detonated Nuclear warhead, delivers only radiation damage, something interstellar spacecraft should be very resistant to... That's why you see order use antimatter weapons, not nuclear weapons... Weapons with blast radius tipicly have very low damage potential in space... Energy weapons are much more effective, though, nothing quite beats the antimatter cannon, (well energy inefficiency does)

We should try to limit ourselves to what is physicaly possible in space.... Tweaking the current standards that is, making main guns slower and more powerful, secondaries less powerful and faster, would present with a world of inovations, to the current Black/White theme, of All main gun or nothing...

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Offline Jinx
06-03-2008, 05:23 PM,
#55
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that brings me back to an old question.... how does freelancer recognize damage?

yesterday, i had a fight against the memphis ( osiris class BB ) in my lone bomber. i took it as a fun encounter, as i am not able to destroy a battleship alone, but its good practice nonetheless. - at several points, i was hit by the FULL force of all the turrets ( or at least i saw the impact on my shields ) .... but my shield only lost like 10%.

so - does freelancer really recognize and add all damage? cause then, my shields should have been down easily. - other than that, i tried the strafing at 2k range ( or mostly 1k - 1.5k ) ... while my hit ratio was OK... i had problems just strafing to evade the shots. ( i had to get back to actually at least fly at travelling speed ) not cause the shots that i saw hit me, but cause i was hit by invisible shots - i guess thats due to minor lag. ( at that time, i had a ping of 5 ( thanks to a fibre connection )

so, how much does a battleship really benefit from those point defense weapons, when the program only recognizes like 1 - 2 impacts... . anyone made some tests?

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Offline Tenacity
06-03-2008, 05:26 PM,
#56
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' Wrote:that brings me back to an old question.... how does freelancer recognize damage?

yesterday, i had a fight against the memphis ( osiris class BB ) in my lone bomber. i took it as a fun encounter, as i am not able to destroy a battleship alone, but its good practice nonetheless. - at several points, i was hit by the FULL force of all the turrets ( or at least i saw the impact on my shields ) .... but my shield only lost like 10%.

so - does freelancer really recognize and add all damage? cause then, my shields should have been down easily. - other than that, i tried the strafing at 2k range ( or mostly 1k - 1.5k ) ... while my hit ratio was OK... i had problems just strafing to evade the shots. ( i had to get back to actually at least fly at travelling speed ) not cause the shots that i saw hit me, but cause i was hit by invisible shots - i guess thats due to minor lag. ( at that time, i had a ping of 5 ( thanks to a fibre connection )

so, how much does a battleship really benefit from those point defense weapons, when the program only recognizes like 1 - 2 impacts... . anyone made some tests?

I think it's a matter of player to server latency. When I'm killing nomad npc's around toledo in my destroyer, I'll often see every shot from my turrets connect solidly with the target, and it doesnt even take damage. Other times, it appears that all or most of the shots missed the target completely, and the thing blows up.

That's also why aiming is so difficult here, even a slight amount of latency can throw your targetting way off - because your computer sees things in a different place than the server does. While on your comp you're aiming dead on at the enemy, the server registers that enemy as in front of or behind your targeting reticule, and your shots dont connect.

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Offline Tic
06-03-2008, 07:05 PM,
#57
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Posts: 1,211
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' Wrote:that brings me back to an old question.... how does freelancer recognize damage?

yesterday, i had a fight against the memphis ( osiris class BB ) in my lone bomber. i took it as a fun encounter, as i am not able to destroy a battleship alone, but its good practice nonetheless. - at several points, i was hit by the FULL force of all the turrets ( or at least i saw the impact on my shields ) .... but my shield only lost like 10%.

so - does freelancer really recognize and add all damage? cause then, my shields should have been down easily. - other than that, i tried the strafing at 2k range ( or mostly 1k - 1.5k ) ... while my hit ratio was OK... i had problems just strafing to evade the shots. ( i had to get back to actually at least fly at travelling speed ) not cause the shots that i saw hit me, but cause i was hit by invisible shots - i guess thats due to minor lag. ( at that time, i had a ping of 5 ( thanks to a fibre connection )

so, how much does a battleship really benefit from those point defense weapons, when the program only recognizes like 1 - 2 impacts... . anyone made some tests?

Well usually fighters and bombers lose 75% from half my salvo...

Maybe its just laggy, so you see hit that actually isn't hit.
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