Just found this one, Was on the Battleship Schwerin in Omega-15 talking to the Bartender. He gave that line about the ship being a death trap and the Westfalen will never jump again yata yata. Ha, always fun to find little gliches here and there. :laugh:
My Lil' boats are
SS_Scorpion
SS_JackyBlue
SS_Guppy
The cylon raider needs to be re-classified as a HF not an LF.
Reasons:
1) a viper (a VHF) can match it turn for turn,
2) the raiders turning circle is more like that of a HF,
3) the armour rating is more like that of a HF,
4) because it's not as agile as an LF it needs to be able to mount/use better shields. The LF one can be dropped with one salvo from a VHF, because the raider can't dodge out of the way like the mk 2 LFs and the slipstream can.
Either that or it's turning circle needs to be increased so that it is more like the LF the infocard claims it is.
Also the NPC versions of the class 10 molecular and positron shields have an energy rating of 10,000+ which is 2,000 more then the version the players can get and alot closer to the class 10 graviton shield.
Could this be fixed/altered?
So that players actually have a choice of 3 fairly high energy rating class 10 shields instead of seeing the positron and molecular shields as a step backwards because the class 9 graviton shield has a better energy rating.
I need your opinions, need them now. Right now I'm preparing the first beta of 4.82, mostly a bugfix release without much new stuff. However, balance issues proved to be real complicated, especially regarding weapons.
To improve variety of weapons that players use, I will do several things. First of all, codenames will become more scarce. Familiar wrecks will contain only one item, and Sigma-13 wrecks will contain the worst codenames out there (too easy to get). Some codenames will be moved to new wrecks in outer systems, not necessarily empty ones but.
Next, nomad guns. They are very easy to get, so their firepower (both types) will be reduced about 15-25%. They still won't require much energy.
And third, most important. All those weapons need a replacement, and replacement should be level 9 weapons that different factions have to offer. Hence the question to you -
which of level 9 weapons need to be improved? which are worse than others? and what brand new level 9 (or even level 10) weapons you suggest to be included?
I know Liberty needs some level 9 plasma weapons. The level 9 lazers are good, but don't offer much in the way of punching power. Rhienland has some killer class 9's, so they're fine. I don't know about Britonia or Kusari, however. I know that Britonia has class 9 weapons, and those f-ing Templars use them to great effect.
One minor change request... The Kushan Bomber isn't really a bomber. It's got good agility and some OK armor, but only one torp mount. Suggested fix would be to re-classify it as a VHF or HF. I like the agility, armor could use a bit of a boost, and perhaps a little bit of an upgrade for the powerplant. Oh, and I think the torp mount should be re-centered. As it is, it's off on one side under a "wing" and looks horribly off balance.
For the Nomad guns, I actually think they're fine the way they are. The gather ratio is just random. Some days you get lucky, some days you don't. I killed 4 Nomad fighter wings, almost died, and got 1 cannon. That was it. Then again, some days you hit one wing and get 4. Utterly random. I think they should be kept the way they are, but perhaps we should tone down the number of Nomad patrolls and upgrade the weapons and AI. If people want Nomad Cannons, they'll have to work for 'em.
I like the Codename idea though. People have hit those places so often it's a wonder anyone has them. One would think, these being the fruits of advanced technology and handed out only in small numbers, that only one person would be able to get them. Ever. But still, it's a good idea. Might make gun-running a profitable venture.
I think that most of the factions should have at least level 8 versions of their trademark weapons. Maybe level 9. Major factions, like the Houses, Outcasts, and Corsairs, should get their own level 10 (Note the singular. ONE level 10 gun). Horribly expensive (As far as fighter weapons go), but they would essentially be the best of the best. Rep should be set so that you have to be afilliated with that faction to get the level 10s.
I would also like to bring up my missile argument once more. Either re-vamp them compleatly into two classes; anti-fighter (Quick, speedy, good ammount of damage and range) and anti-battleship (Slow, ponderus, but heavy damage and big blast radius), or increase the turning rate (Thus, tracking) of the current ones. It's hard enough to hit NPCs with the missiles, much less PC fighters.
This is the real true story of rock and roll; it was not about anything more then, how to live your life, as a gangster, in sartorial splendor, and turning the world into a place where normality would never return again...- Malcolm McLaren
Damage: (800-1000? battleships) (500-700? Cruisers)
I think Gunboats already have guns with 4.00 refire rate,
here's it anyway: 300-400 (Gunboats).
Price: 3 million credits or less.
It could be a decent rapid fire gun, I've seen some Outcast battleships
with Corsair turrets and these Plasma blasters I just presented here could
fit better :)
Yeah the wreak guns need to be moved out of sigma 13 and into new wrecks where no-one knows where they are. That would push up prices of guns that are currently stored and, as Kane said, gun running would become more profitable.
The level 9 guns would be good to see on people like the Junkers, Hogosha and Large corporations that deal either in the Edge worlds (like samura at Kurile) or directly with Pirates (Junkers and Hogosha).
I think Nomad guns are fine though, they already do significantly less damage than Codenames but i got one thing that i want out of nomad ships.
NOMAD LASERS. I always wanted one of those. Mabey you Igiss, God of all Gods( :P ) can make them lootable off battleships.
The new class 9 guns for all the houses are good, they do alot of damage and are pretty balanced.
The only factions with class 9 guns now are the houses, outcasts and the corsairs.
Most of the pirate factions best weapons are equal to the corsair, outcast or house guns of the same class.
Example: xeno class 6 gun, has a shorter range then outcast class 6 pryos type 3, the only difference between them is the range.
Another example: brunschuh class 8 gun (tachyon), they have a slower refire and better range then the corsairs salamanca mk 1 (class 8, neutron), the damage per shot is the same.
I think only the fairly big pirate factions, those with alot of bases/resources should get any new weapons.
eg: the hessians have nearly as many bases as the corsairs.
The rogues also have several bases and can easily steal/adapt the liberty navy weapons.
Also, for reference more then anything, factions and the weapons they use:-
Liberty: laser and plasma,
Britonia: tachyon and particle,
Kusari: neutron and laser,
Rhienland: tachyon and plasma,
Civlian (most companies): laser and pulse (shieldbuster),
Liberty rogues: laser,
Xenos: Particle,
Junkers: photon,
Hackers: tachyon,
Mollys: Neutron,
Gaians: photon,
Outcasts: tachyon and particle,
Corsairs: neutron and pulse (shieldbuster),
Red hessians: laser,
Brunschuh: Tachyon,
LWB: Tachyon,
Unioners: Neutron,
Hogasha: plasma,
GMG: photon,
IMG: Tachyon,
Blood Dragons: laser,
GC: photon,
zoners: photon,
BHG: laser and particle, I think thats all of them...
@McNeo: have you looked at the stats of the nomad laser that the nomad fighters use? 2000 hull damage per shot (roughly) and refire rate 1.00.
Pretty much identical to the nomad BS turret stats, you seriously want to be able to mount, on a fighter, a weapon that rivals a BS turret?
EDIT:
Infocard error on the cylon raider, it's says optimal class 7, max class 9. It's currently got two class 6, two class 8 and two class 9 gun mounts, so the optimal class should be class 6 not 7.
EDIT 2:
It'd be nice if all the unfinished tradelanes could be completed, yes all the construction machinery depots will go but timeline wise they've probably had enough time to finish building the tradelanes to harris, to the tau 23 jumpgate, to the chugoku gate construction site and from tau 23 jumpgate to the BMM mining area in tau 23.
I agree with Kane on the guns, I'm just gonna mention the killer Disinfector 3s that Kusari has (at least the Blood Dragons have them) which are quite of the Salamanca MK II order of performance maybe even better if I remember correctly. That one is fine, maybe add another gun if there's a need?
Liberty has the Vengeance MK V laser which is pretty much OK, same like for Kusari, maybe add another particle or plasma gun (class 9 Magma Hammer)?
The Bretonian guns... I tested those on my skin, Kane is right.
Rheinland has excellent and devastating class 9s.
The Order might need the Reaper upgraded (or was it it actually is in the game and by mistake isn't sold anywhere?)
Nomad guns are ok the way they are IMO... just the cannons do drop a tad too often, blasters are quite rare loot.
Codenames... I totally agree to changing places. I assume that if one wreck drops one item, then there are going to be like more wrecks... for example Diamondback drops from two wrecks but one gun from each? It's going to be OK that way.
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor