"Spaceship Crew"... Is this just a commodity, or does it do something?
I'm asking because this reminds me of a mod that some genius scripter came up with for X2: The Threat; it allowed one's capital ship turrets to auto-target, provided you had a sufficient number of crew; 2 'military personnel' per turret for a corvette (gunboat), 10 for a destroyer (Battleship, in FL); so for example the Liberty Dreadnought would need 120 crew to operate all its turrets. Does 'spaceship crew' already do that here? If not... would you consider putting that in the next update? It would be really nice not to have to switch to turret view and do everything myself; I'd prefer to reserve a couple of the main guns for my own use; Gallic Trebuchets for instance, and let the little ones handle themselves once a scrap starts?
Hmm... That, and some real "bridge" cockpit models for the capital ships, being able to see the ship from the bridge, capital ships that undock from the moorings they latched onto instead of (sadly) trying to launch from a hangar smaller than they are... And you'll be only a couple of gameplay features short of x2 yourselves! Man, what I'd give for a mod that could do all that, and smooth Freelancer graphics and big star systems too!
(Sigh.) I wish I were a programmer; I'd actually try to *do* some of this stuff.:PWell, I'll settle for tossing my ideas around and hoping someone likes them enough to try.
I just want to kindly ask here that all Corsairs wait before commenting on any changes. Give yourselves time to see how they effect the game. The Colada's needed the nerf because bombers cant use them anymore, so they were useless in their old for. For the Pret, give it time, and remember the job of a bomber is taking down caps, not taking down fighters and other bombers. If you are going to come here and discuss it, do it after taking the time to see how the changes effect things, and come with real arguments, not insults and complaining with no evidence to back it up.
Yay for updates! I'll take the good with the bad. I guess I will have to get used to my bombers being a bit slower turning than normal. I don't like the white emp color with the yellow energy. Like everyone else said, it looks a little weird :crazy:
I wouldn't say Colada got nerfed, neither that it got buffed, just made different.
Before it did some 1080 shielddamage per shot with efficency of some 3.7, now it does some 980 damage but with higher efficiency (~4).
Igiss says: Martin, you give them a finger, they bite off your arm.
' Wrote:Yes, the fact that you shoot faster, but keep the same DPS and energy consumption makes all the difference in the world.
I saw an upholder sustain fire for 45+ seconds....It was a consistent stream of pwn....I would say that makes a significant difference....Even my spatial weps dont shoot that fast. IMHO when I think bomber, I think surgical strike, or strafe and go. Not, Sit on your Ass and pwn the @#$% out of you in your blind spot.
Bombers should have snac like weapons that drain all your energy, but do massive damage. So in essence, it would be like dropping a torpedo, then breaking off for another run. Again that is just my opinion
Either that, or Transports need to be able to have Transport Flak Turrets, that vape fighters and bombers. Seriously...Freelancer is like the only space game where you cant upgrade your transport to be awesome, gearing it towards your trade, like smuggling, or High Risk runs. Again Just my opinion.
Thank you very much, preliminary checks have me nodding my head in satisfaction.
Thanks for reworking the Skyblasts more fitting to the infocards, I understand that the original Vanilla stats couldn't be used due to the balancing when the Disco Class 9's were introduced. Vanilla Skyblasts may considered OP comparatively so I am fine with this update.
I foolishly switched my Karasu for the easier to hit Eagle not too long ago. I'll be going back to my HF shortly and check out the CDs and CMs. For the life of me I can't remember the previous placements :D
Yes after the Bomber guns were introduced the Cola's became essentially un-equipable. Too strong and draining for a Fighter powerplant. Unfortunately when the bomber guns came I think I already sold my Colas prematurely, oh well. I'll probably slide by Corsair space later and repick them up.
Speaking of bomber guns, right on heheh, I'm pretty good with slow moving projectiles. My opponents may feel the sting of these guns :P.
Now to float around looking at economic changes that may pertain to any of my chars.
Thanks again guys!
Edit add: lol I only peeked at RoF of bomber guns heheh, but same dmg and engy used per sec with increased RoF. I'll toy with that for bit as well.
Fine lets make Sprolf like weapons, so they can cannibalize ships. The point is, Make the bomber weapons act like a snac. High Damage, High Energy Drain, Slow Refire.
' Wrote:I just want to kindly ask here that all Corsairs wait before commenting on any changes. Give yourselves time to see how they effect the game. The Colada's needed the nerf because bombers cant use them anymore, so they were useless in their old for. For the Pret, give it time, and remember the job of a bomber is taking down caps, not taking down fighters and other bombers. If you are going to come here and discuss it, do it after taking the time to see how the changes effect things, and come with real arguments, not insults and complaining with no evidence to back it up.
I am agree with Zelot. Stop whine for a while and just take time to see the results.
And bomber is for taking down caps. Without any Fighter support, a bomber engage by fighter is dead.