DarkOddity,Oct 9 2006, 12:52 PM Wrote:Reason I associated it was because I was having problems with the turrets (Cargo bay may have had too much in it..?) then the second I switched rooms on the station (hit the button for equipment dealer) the server crashed. Just like it did the second you set waypoints in early beta 1
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I had a weps glitch as well last night. I now have a "phantom" mount.
Went to buy two rather expensive units. After the purchase, I had been debited for two, but only one showed in loadout at the dealer. I groused a lot. Then proceeded to buy a 3rd to replace the one lost in the previous transaction. OK, so now two units show on loadout.
I launch, and my HUD shows all three units mounted and active. (they were.)
As I did in fact pay for all three.. and i can't sell something back that doesn't appear in inventory.. I'll be keeping one of the turrets that does show unoccupied for your scanning enjoyment...
The server would have been lagging when you mounted those weps wich is why you managed to mount 2 weps on 1 slot just unmount your weps and you will have all 3 back.
Kiggles :mellow:
I've been mildly miffed by one-shot weapons since their implementation, oh so long ago. I remember the days when fights were a matter of who could aim better, rather than who could aim a single shot. - Virus
PyroMancer,Oct 8 2006, 09:06 AM Wrote:I just finished downloading the Final Version, and when it was complete, I got the following error message:
The central directory was not found in the archive (or you were trying to open not the last disk of a multi-disk archive)
Does anyone know what this actually means? I didn't do anything different from when I downloaded the other mods.
Frigates and all captial ships are better than they used to be...except the Gunboat it doesn't have much use anymore for anything put annoying fighters there needs to be either better anti fighter weps on mount for it cause you know it's wrong when fighters do more damage than your 30mil credit GB. And there needs to be better anti captial ship weapons. My old gb was a ship sinker and now my new one can barely kill a fighter.
Frigates they are all around good but for their price and description of being a cross between a BS and a cruiser should have not all but a few class ten weapon mounts on em seeing as now they only have class 9s like their cruiser counterparts. Just a thought....
And the nova antimatter cannon may be energy which does considerable damage is nowhere near it's former strength I know why....The old torp had splash and acted the same as a classic mortar. The splash hits other part of the hulking ship and deals massive damage. Now any rh bombers might be hard pressed to kill a bs before the decade is out....
A gunboat is ment to be anti-fighter and not anti-capship the fact it used to be able to kill cruiser and somtimes even a battleship was not right as it is there purely for anti-fighter support.
The Nova antimatter cannon is less powerful than the nova torp for the reasons you pointed out but to be honest the fact a single bomber could take down any battleship it wanted by mounting a few anti shield guns and 2 novas way a bit silly.
Well all of that is just my opinion of course.
Kiggles :mellow:
I've been mildly miffed by one-shot weapons since their implementation, oh so long ago. I remember the days when fights were a matter of who could aim better, rather than who could aim a single shot. - Virus
I at least half agree with Tank on this. Cruisers, Frigates, and Battleships have been severely upgraded, but gunboats are still useless. If anything, gunboats should be more fearsome to fighters than cruisers. They are small, agile, and SHOULD have great anti-fighter weaponry. But they don't... They need some good anti-fighter weapons. Something battleships and cruisers can't or have no point to use.
yea like solaris chainguns but that have more damage and r gunboat only or at least have long range and fast pro. speed would be nice for anti fighters. I thinking of getting a rouge gunboat (dont laugh i know they r weak but they r the only thing that fits the RP for my newest char) and i need soome good anti-fighter weaponry
Gunboats have their own versions of corsair and solaris turrets.
They are strictly for use against fighters, not other cap-ships. There are plenty of guns for gunboats to use against fighters, shield busters, basic, house, cerebrus, corsair and solaris turrets (not sure why an anti-fighter capship has battlerazors though...).
All of them work against any fighter you could ever want to shoot, if you can't hit the fighter then you either need more practice or your up against a pilot who's use to how their ship handles.
Just following the target cross icon and holding down the trigger key/button won't work on some turrets, you have to either lead the cross of trail behind it, practice against some level 18+ NPC fighters to find out.
@quintinius: I know how agile it is, sticking all solaris turrets on it will make it a ship to be careful around.
As for cruisers/destroyers:-
Cruisers/destroyers aren't scary for fighters because they aren't agile enough to be able to properly engage a player fighter.
If you go into turret mode the fighter will chew your ship up, if you go into freeflight and try using the cruiser/destroyer as a giant fighter you'll have rings run around you.
Plus cruiser/destroyer players have to gang up on a single BS player to be able to kill it off, otherwise theres no point in even bothering to try fighting a player BS on your own.
Engaging NPC cruiser/destroyer groups in a cruiser/destroyer is risky at best too.
This is because the mk 2 house VHFs with those groups can strip a cruiser shield off pretty fast.
Heres an example, the liberty cruiser group can strip the shield off and kill a player cruiser before the player ship can kill off a single NPC cruiser or charge up it's engines and run.
All because the pair of guardians and the pair of gunboat excell at taking out shields for some reason.
However, taking the guardians out at range (as they close in), then taking out the gunboats will leave you with just the three cruisers, who do bugger all to your shield.
The chimaeras and templars can do the same thing as well, so unless theres two of you after an NPC capship group you will be crippled or destroyed pretty fast.
Though to be honest it's usually easier to take out the BS groups.
This isn't a complaint before anyone asks, this is how I think the NPC capship groups/patrols should be.
Hard to impossible for a single player, easier with more players.
Try taking a BS into tau 31 when your hated by both the britonians and the kusari, I'll give your BS about five minutes, ten max, before the combined firepower of the three or four NPC BS patrols take your shield down, not to mention the hundreds of mk 2 VHFs flying around...
A single cruiser gets nuked just by two NPC BS patrols, I know this for a fact.
I won't comment on everything that was said here, just a few words about shields. Now there are different types of capital ship shields. If you think that your usual enemies tear your shield up too easily, maybe it's time to change the type? Graviton still have more shield points, surely, but +20% damage easily deals with those extra points.