Meh, can't really complain now. I used a Taiiden Freigher and got slaughtered in Frankfurt multiple times. (my diamonds!) Now that I've got a Havok Mk II, I can whup them easily. (Supernova, anyone?)
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Having been playing on the SP campaign to get use to the game again (well, trying to) I'd have to say that there needs to be a little message somewhere in the mod readme saying that it's for openSP or multiplayer use only.
Reason is because it use to be hard, challangingly hard, to beat the outcast mob when your escorting the convoy of artifacts in a startracker
Now it's way beyond impossible to do it, the best I've done after nearly 2 hours of doing nothing but this mission is downing 3 of the outcasts.
Average is downing 2 and crippling a 3rd. Worst is dowing 1 outcast and getting no bots/batts and dying shortly afterwards.
The SP campaign is going to be doable only if your using other mods or giving yourself better equipment, weps etc.
Startracker? That gnat-size punching bag..... dude try the Navy fighter instead. Lot more fire power and maneuvrability.... though its still bloody hard, I agree.
Things I've witnessed in my time at Discovery, which goes further than my post count implies...... With each release, the bar gets raised higher and higher. It's only natural, that playahs who've been here a while get more skilful, and they get bored and want stronger NPCs. So the mod designers oblige, to rebalance the game and make it more challenging.
Enter the noobs, fresh from unmodded Freelancer where making one-shot-kills on Hammerheads is routine.... and they're like "ZOMG WTF???!!!!"
But I agree 4.84 is a s***load of a quantum leap above 4.83.... my pinky has started cramping something chronic, I feel your pain!
' Wrote:Things I've witnessed in my time at Discovery, which goes further than my post count implies...... With each release, the bar gets raised higher and higher. It's only natural, that playahs who've been here a while get more skilful, and they get bored and want stronger NPCs. So the mod designers oblige, to rebalance the game and make it more challenging.
Enter the noobs, fresh from unmodded Freelancer where making one-shot-kills on Hammerheads is routine.... and they're like "ZOMG WTF???!!!!"
But I agree 4.84 is a s***load of a quantum leap above 4.83.... my pinky has started cramping something chronic, I feel your pain!
I'm no noob. I started playing Freelancer in 2004 and I've played thousands of hours since then. I've played Discovery mod since March 13, 2007 -- 4.82, 4.83 and 4.84. Envomni started this thread after he saw my thread: I may leave Discovery..., mod, not just server... I'll explain in more detail there why I've reached my limit.
I've tried the SP storyline, the first few missions including the one mentioned above. I've had no problems terminating the Outcasts (I suspect they lacked the usual NPC armor multiplier in Discovery and therefore were very vulnerable to missile hits (in short: 1 Slingshot = 1 dead Outcast)), only the Valkyries went down much quicker than I thought they would. The battle of Willard is a bit dangerous because of the gunships, but it can be handled.
[Disclaimer: I may be ridiculously good at fighting]
Folks, I'd like you all to go to Magellan, visit the Lane Hacker book store at Freeport 4 and buy my brand new 'How To Slaughter NPCs With A Mark I Heavy Fighter'. A bonus to this book is a brand new Starkiller Torpedo Launcher. Get some simple heavy fighter... and use it's capabilities properly. The difference between LF and HF ships is that a heavy fighter can carry torpedoes. So, even if you find missiles useless, there is a way of blowing up a pack of 10 Rogue Wolfhounds or 5 BH Hammerheads. Take a Defender, a Stiletto, Crusader or Falcon, doesn't matter. Borrow two shieldbusters from your friend and go on a rampage. The ammo costs 400 bucks, and the escape pods should pay it back.
If you practice a little, the experience is not bad... a pile of NPC fighter debris every pass you make. In time, it's possible to learn how to blow up several ships in one pass, if they are formed... lovely fireworks. You can request an appointment with me, I'll keep the show going.
' Wrote:I'm no noob. I started playing Freelancer in 2004 and I've played thousands of hours since then....
Sorry man, I was talking generally, didn't mean to imply you were a noob or hopeless or w/e.
I think I replied to your other thread.... I reiterate, I feel your pain!
' Wrote:I've tried the SP storyline, the first few missions including the one mentioned above. I've had no problems terminating the Outcasts (I suspect they lacked the usual NPC armor multiplier in Discovery and therefore were very vulnerable to missile hits (in short: 1 Slingshot = 1 dead Outcast))...
In the immortal words of John Belushi.... "No f***ing way!"
A slingshot plus a another slingshot, maybe yes. The battle at Willard can be handled.... by you dying. Or hanging back and losing your bonus money coz the friendly dreadnought get turned to scrap.
' Wrote:[Disclaimer: I may be ridiculously good at fighting]
I found and used this tactic alot when I first played the SP campaign.
I used a barracuda, agile, decent amount of armour and it packs alot of firepower in guns alone so if you run outta ammo your not totally buggered.
A tactic that use to be very good for doing missions fast was fitting at least 2 flak turrets on a BS.
Takes alot of practice to hit but when you do:crazy:you can watch a whole wing of 6 to 10 pop, occasionally you'd get the loot left and sometimes a crippled and burning VHF.
I use to fit 4 flaks and go after NPC cruiser groups, just firing at the cruisers would cripple/kill the fighters and it would only take 5 to 6 salvoes before the gunboats would go too:crazy:
Only one little drawback, when the flaks hit something... they had about a 1k blast radius, not good if you have friendlies near your target.
I'm split on the "NPCs are overpowdered(err...overpowered...sorry, slip from my MUD days)" issue. I can't say I have had a great deal of combat experience with 4.84 and what little I have had has been freighter vs fighter fights. I'm able to hold my own against low and lower-middle level NPCs in my Kushan freighter and I didn't do too bad in my Taiidan freighter either. I did try to tangle with some BHG Guard Hammerheads a couple of times, but the odds were never in my favour. I could wax one, possibly two out of a flight of four, but by then I was out of bots/bats and had to rabbit. My frieighter just didn't have the staying power for a stand-up fight.
But that is precisely the point, isn't it.
You're in a freighter. Dogfighting isn't in the repetoire. Han Solo blasting his way out of the Death Star in the Millenium Falcon and 86ing pursuing TIE fighters just doesn't, and probably isn't supposed to happen in Discovery. Weapons on a frieighter are for defense, not offense.
Now, I agree that perhaps NPCs, in some respects, are a bit overpowered. Combat maybe be an overly long process for some. I don't see either of these as being good or bad. Points have been made repsective to both that I won't reiterate. It's all just the natural evolution of the gameplay. Players want this or that implemented, and so it becomes. But it ain't easy balancing gameplay with players' wants. And no matter the beta-testing you do, you'll never know exactly how a given tweak will impact the entire system. The only way to find out is to implement it and observe. I've been around online games long enough to know that all long-standing online games seem to have their cycles. Certain aspects get ramped up at some point, only to be downgraped(err...downgraded...sorry, slip again) later for the sake of balance. Always, always, always happens when the majority of the playerbase gets to the pinnacle. Done to alleviate stagnation. It's either that or a player wipe. Personally, I prefer the downgrades to the wipes.
Anyway, my two credits on the subject. Juan, sorry to hear things aren't going so well. I'd stick around though, were I you. Like I said, things will turn around sooner or later.
Cheers,
Idaho
"There's no mystical energy field that controls my destiny. It's all a lot of simple tricks and nonsense."
- Han Solo
' Wrote:Sorry man, I was talking generally, didn't mean to imply you were a noob or hopeless or w/e.
I think I replied to your other thread.... I reiterate, I feel your pain!
I know you meant it as a general comment, but I wanted to make the point that not everybody who is complaining is new to the mod and/or Freelancer. I would say that I qualify as an experienced veteran of Freelancer and the Evolutions and Discovery mods, yet I've found 4.84 to be unplayable.