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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Random Ace Pilots too deadly

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Random Ace Pilots too deadly
Offline Grail Quest
01-08-2008, 06:51 PM, (This post was last modified: 01-08-2008, 10:55 PM by Grail Quest.)
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Posts: 11
Threads: 2
Joined: Jan 2008

' Wrote:You need a better ship (probably shield mostly). The NPCs in this mod are stronger but not THAT stronger.. If its still too difficult for you, go to My Documents -> My Games -> Freelancer -> PerfOptions file
Find the line that has DIFFICULTY_SCALE: 1.00 and set it to 0.50.

I'm doing the SP campaign and currently fixed at level 5 until I do Mission 3. It's not like I can creep in Texas until I get more loot, a higher level, and better gear.

In any case, part of the issue is the quantum leap in lethality and the fact that it doesn't seem tied to available resources. I can do missions where I'm outnumbered 4-to-1 by Rookie Rogues, and it seems they can't get my shield down past 75%. Then I encounter a few Escorts, and until I take down 2 of them, my shields are perpetually dangerously low at 25% or less. And then there are the occasional Ace encounters and I'm wiped out before I start.

Exacerbating the situation is the fact that only direct-frontal-attack weapons are at all useful since the AI reacts far too quickly, both in maneuvering and using their turrets. I can't hit anything with a missile, even homing ones, unless they were head-on and less than 90 metres away. Even then, there's a good chance the AI will successfully swing their ship aside or away. And homing? What homing? Missiles are ridiculous in FL.
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Messages In This Thread
Random Ace Pilots too deadly - by Grail Quest - 01-08-2008, 04:45 PM
Random Ace Pilots too deadly - by Dab - 01-08-2008, 05:54 PM
Random Ace Pilots too deadly - by Grail Quest - 01-08-2008, 06:51 PM

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