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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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short input on the auxiliary weapons

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short input on the auxiliary weapons
Offline Stone21
01-26-2017, 11:27 PM,
#3
Member
Posts: 303
Threads: 5
Joined: Jan 2009

(01-26-2017, 10:06 PM)Corile Wrote: Maxim Chaingun - doesn't work, too expensive, can't aim it, I wonder if this was even tested before putting it in. It's biggest problem imo is that it's really difficult to aim with the tiny arc of the auxiliary slot.

Catapult Missile - Actually seems okay in principle but the problem with it is the spread - a gun that hits once in 10 shots into a static target is way too unreliable. This works for bombers but on a fighter it's just bad. And with 120 ammo the argument with "oh it's anticap" doesn't work.

Mini Razor - currently the "correct" choice for auxiliary i think, purely because it doesn't use ammo

Paralyzer - this would be good if it were guided. It currently shares the issue with Cannonball in that if you have more than 2 people around you they suck because of the fire delay. The previous algorithm for paralyzer missile was much better.

Cannonball - useless because of the fire delay, it makes it much more lethal against yourself than the enemy

Dispersion Cannon - the same problem as catapult, it's too unreliable therefore not usable but can potentially do more damage than mini razor against caps so I guess it's kinda ok.

None of the current crippled and available missiles are still a capable weapon for a fighter. Catapult missile "seems okay in principle" because it doesn't follow your ship and it's not doing damage therefore => you're happy you can kill others without worries that a possible guided and logical missile will hit you once in a while. What else can you say? As I said you need more experience with missiles and please stop crying and writing so many posts against the missiles and torpedoes this game originally had and were perfectly balanced.

On another side, Durandal, to be more informative for you, read this again:

"Javelin family caused the highest amount of damage for weapon level.
Stalker family has higher tracking capability than other types.
Eraser family specializes on shield damage."

Bring back all the missiles and balance them according to the game's real creators and the way they were meant to work.
Slow tracking - hard damage, Fast tracking - small damage, Average tracking - shield damage.

This is still Freelancer so if you plan to create a different game out of this one, please remove the name Freelancer from the title and name it only Discovery RP.
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Messages In This Thread
short input on the auxiliary weapons - by Corile - 01-26-2017, 10:06 PM
RE: short input on the auxiliary weapons - by Durandal - 01-26-2017, 11:06 PM
RE: short input on the auxiliary weapons - by Stone21 - 01-26-2017, 11:27 PM
RE: short input on the auxiliary weapons - by Jack_Henderson - 01-27-2017, 01:14 AM
RE: short input on the auxiliary weapons - by Haste - 01-27-2017, 05:09 PM
RE: short input on the auxiliary weapons - by Enkidu - 01-27-2017, 03:07 AM
RE: short input on the auxiliary weapons - by SeaFalcon - 01-27-2017, 05:41 PM

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