Yes. level 10 weps should not be available for sale. According to vanilla FL, lvl 10 are just prototype weapons. Weapons are from 1 to 9, with 10 being prototypes that are then named and given a valid level before going for sale.
Take for example the firekiss II, which has the same power than a weak CODE NAME. I always thought of that weapon to be the final product of one of the codenames you got from the old battlefield in Sigma 13.
The purpose of the mod is to add content to the vanilla FL and expand it. but i think we already have gone further that that. Either way, that is for Igiss to decide. If to keep the mod concept, or go a step further.
As i said if we fix the firing arcs, battleships will have to get more turrets according to side coverage. For example, an Osiris wont get many new turrets as that ship can cover itself very well with the ones it has, but a RH BS will, as his coverage sucks with less than 18-20 turrets.
And that we crank up all the weps does not means that the new players will have a harder time. The starflier will get upgraded too. And we can leave Liberty as an easier place so newbs can get used to the mod there.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
I was, but that was when they could kill battleships...
Now battleships were highered in armor and firepower and can hold their own.
And yes, SOME light fighters need nerfed. Slipstream especially. Wyrm is okay, as is the Bretonian's LF. Not sure about the Phantom or Liberator, as I've never flown, or fought one before.
In my opinion, the ship needed nerfed THE most. Is the Colonial Viper. Once its shield is down, its almost impossible to hit, except side shots. Front and back aren't possible. Heck, my Sabre vs. a PLH Viper. When Onepu was there, we got some good damage through side shots. Then when it was 1v1 and head to head, I got about one bolt into him every 5 passes. And not because of bad aim either. There is a small little spot on the middle that can be hit, and wings and stuff it just goes through. I had to equip sunslayers to kill him, and those took 4 hits to kill it.
Sunslayer kills Manta, Eagle, Sabre, all in one hit. Bomber in 2-3. Colonial took 4. Nerf it, or trash it.
If the hitbox was redone, then im sure people would stop using it as much as they do now. Every faction i see that allows colonial vipers in their arsenal means that 90% of the fighters are the colonial viper. It is almost unhittable, though i nearly beat DBoy in a 1v1 :D . though that was the second match out of three, the other two i failed miserably.
so i lost 3 - 0.....thats poor :P
One of the reasons why i have been forced to make the [AS] part of the sso|. They will always have the best fighter though i havent seen the people (person at the moment) in AS on recently :( . Oh well, i dont want a colonial viper anyway, I'd prefer a Manta :lol: :happy:
It's a vicious cycle...new ship gets added, everyone gets it, then it gets nerfed.
I say set all ships to very similar, if not the same stats in each category. Give us a reason to use a good variety of ships, (like all those Homeworld ships that are all but ignored, or the vanilla ships, of which only a handfull are seen anymore) instead of having the majority of players all flying around in the same ship. IE:Viper or Manta
Give all factions more competitive weapons too. So that way, not every fighter is equipped with nomad blasters, tizzies or colas, and codenames.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
To be honest, i had no idea that those ships were from homeworld (the ones with the weird names right?).
Also, with the weapons...when looking to buy buckshot for my fighter, i opted out of it because the kracken takes the same energy (which is quite high) for nearly 200 more damage at last reference. Big gap.
I dont see many people in Mantas apart from the sso|...but yes it has to be nerfed, though i wouldnt like to see it nerfed too much because it might come obselete. We might have to go in hammerheads instead if that happens :crazy: .
Mabey the stats of new ships could be modeled around the sabre stats, so that there is not a huge inbalance between Vanilla ships and new ships.
And yes, the weird named ships like Somtaaw, and Taiidan, and of course the beloved Outcast Destroyer are Homeworld ships.
The weapons issue is mostly for good RP. I mean why on would a Bounty Hunter have Outcast weapons? Sure, you can always use the excuse that they were looted, but wouldn't you just 'feel' better having BHG weps on a BHG ship?
Don't nerf the Manta too much, its a pretty balanced ship. Just slightly too good.
And I guess the one exception to the "If they allow it 90% have it" theory is AW. I allow the Colonial Viper (all BSG ships actually, seeing as they are all also sold on Zoner bases [and I guess produced by them. *?*]) But we have NONE in AW that I'm aware of.
BTW @ Igiss. If you could make a list of what factions produce what ships, that would be VERY useful in Role Play. Maybe even add the producer into the infocard. (its already done with some Vanilla ships)
First off, stop using the word "nerf" everyone. We're all here to achieve balance, not "nerf" someone into submission, lol. :P
Second, and I will agree before hand Dab, it *DOES* need to be fixed. The Colonial Viper is not impossible to hit. Infact it's quiet simple to hit. Just don't aim at the cockpit glass (that's what is invulnerable)
Dab Wrote:Sunslayer kills Manta, Eagle, Sabre, all in one hit. Bomber in 2-3. Colonial took 4. Nerf it, or trash it.
This is actually a product of the same bug that caused the explosion radius on Mortars & Nova's to be removed. It's the exact same thing with fighters that it is with capital ships.
See the new ships are not pieced together part by part, therefore there is only one structure to take damage. However ships like the Manta, Eagle and Sabre all use original FL Models. These models have pieces designed to get "blown off" Now, missiles torpedos and mines were originally designed to do more damage than they are "rated" as they are explosive ordances. Therefore any ship with multiple "parts" takes multiplied damage.
So lets use a Titan as an example, which has two wings, a top fin and a bottom fin, and the regular fuselage. That right there is 5 parts on the ship that are effected by weapons damage. Now if you stick to energy weapons there is no difference nomatter where you hit. It does the same hull damage at all points, however the only drawback is that "part" gets blown off when it's "individual" hull is depleted. The problem with Freelancers programming however, is that any weapon with a blast radius damages all the parts in the radius. This in turn, in the case of the Titan, multiplies the damage by 5.
Now this unfortunate (and unfixable) bug gives every single custom made space craft a major advantage over the stock freelancer crafts as they do not have that extra "vulnerability" to explosive weapons. They have the same protection towards explosives that they do regular, single point impact energy weapons/projectiles.
That torpedo bug can only be fixed in one way, and that would be to go through every original craft in freelancer and "mold" their models together so they are no longer built in parts. Otherwise, you have to painstakingly make a part for each and every one of the new fighters in the mod.
Bugs in the original game like this are what makes it so painstakingly hard for a modder to balance weapons & ships properly. I should know, I was doing a battleship weapons revamp for another server before it died.
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In a nutshell, I agree, the Viper needs a fixing, bad. However the sunslayers have no bearing on the Viper's balance what-so-ever as every player made craft (that wasn't made with "parts") shares the same advantage.
EDIT:
Reread some of the above posts and would like to agree with something.. Vanilla ships suck.
Vanilla ships should be *THE BEST* no questions asked. They should all surpass the quality of the player made craft IMO.
DO, I KNOW thats why it doesn't work properly.. I've explained it at least 5 times by now to people.
I was using it as another example, along with its firepower, armor, and agility, to show how it was WAY unbalanced with the other ships.
(Watch, as soon as it gets balanced with the other ships, almost everyone owning it will find the next best ship. This [as I think Marauder called it] equip-to-win attitude really ticks me off. Its freaking PATHETIC. Now I only use Corsair guns on Bundschuh fighter because Lugers aren't strong enough, and debilitators aren't strong enough to take down the shields of Gunboats, that regularly come after Wraiths and the Bundschuh in Frankfurt (RM and Terpsichores, won't be surprising to find a PLH one sometime after we keep fighting off their fighters [my we are getting popular :P]). If there was a level 9 version of Debilitators and Lugers I'd definitely trade in my current Corsair loadout for it. As I would with my AW fighters, just with Zoner Furys.