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FLoohk based "reload" times for Ballistic and Missile weapons

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FLoohk based "reload" times for Ballistic and Missile weapons
Offline The Savage
02-03-2016, 12:13 PM,
#6
Probation
Posts: 1,034
Threads: 60
Joined: Nov 2015

Idea is both very interesting and very good, but problem lays in balancing things out AND server performance. Capital battles always cause lag, no matter how good user's connection is. However, balancing things out could be yet another issue as it would require massive amount of work not only onto FLHook, but also tested in "real combat scenarios" if such weapon is not too OP or not too weak (like in case gunboat with missile turret being easy target after ammo goes out).

Or, if such idea would be actually used. The finest example here is repair ship, which no one uses despite the repair/heal ability introduced into game.
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Messages In This Thread
FLoohk based "reload" times for Ballistic and Missile weapons - by sindroms - 02-01-2016, 09:36 AM
RE: FLoohk based "reload" times for Ballistic and Missile weapons - by Titan* - 02-02-2016, 08:55 PM
RE: FLoohk based "reload" times for Ballistic and Missile weapons - by Operator - 02-03-2016, 10:17 AM
RE: FLoohk based "reload" times for Ballistic and Missile weapons - by sasapinjic - 02-03-2016, 10:49 AM
RE: FLoohk based "reload" times for Ballistic and Missile weapons - by Findarato Veneanar - 02-03-2016, 11:36 AM
RE: FLoohk based "reload" times for Ballistic and Missile weapons - by Haste - 02-03-2016, 01:31 PM
RE: FLoohk based "reload" times for Ballistic and Missile weapons - by The Savage - 02-03-2016, 12:13 PM

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