' Wrote:why the flaks are flying so slow and not hitting the bombers? if the flak it cant hit crap or intercept missiles...it's totally uselss and garbage...and the flaks in 88 flaks are way better than the one in the video and more useful..
1. The flak effect is not really finished on the vid, so they are mostly invisible on it actually
2. They are support weapons, 2 flaks and 4 guns (not saying which) rape any fighters/bombers that come under 600ms, this BS didn't have those
3. If you watch closely at one moment the flaks blast a nova torp away from the BS.
Also they are not "hold the key and watch them die" they are more of a "mini-razor" when it comes to how you use them.
' Wrote:All looks great, can't wait for the mod.
A few questions though:
Does the regular Nova has better tracing?
What is it's speed?
Does it still use ammo?
yes
not telling
yes
Igiss says: Martin, you give them a finger, they bite off your arm.
the video does not show the mechanics behind the flak concept. - admittedly, they do not look as flashy as the flak88 ones - but they ARE effective ... and extremely punishing when a bomber / fighter gets too close.
they are not as effective as they "might" be... but its still a matter of balance. - 3 bombers with good pilots doing the "legal" shieldrunning will take down a battleship - if its not escorted... the end.
but in 4.84... 3 bombers will take down a battleship, even if it has escorts... we tried to make it so that 3 bombers that face a battleship with even 1 VHF pilot escort of approximately the same skill level as the bombers will give give the battleship a very very long time to survive... and even longer if the bombers must deal with an escort. - flaks are a desperate measure - they are "dumb" projectiles that make no difference between friend of foe..... .
the battleships main defense against bombers is fighters - the absolute primary defense. - the secondary defense is to be durable... and only after that comes the weaponry.
but a battleship captain can also mount weapons that offer quite a good chance to take down bombers if he gives up turrets that harm other capital ships... its a matter of choice.
so, what you see in the video is not how the flaks work - but only the effects that were applied. - i cannot compare it to the flak88 mod, never played it.... but i believe that we achieved a FAIR balance of both - weapons and shipclasses. - all in all, disco is of course not as fancy looking as some of the other mods, - no dx9 emulations, no fancy features.... but it runs good for a lot of people - the effects we got make it possible for medium sized fleets to fight without much lag ( clientside lag ) - and on even low end computers, it still runs all quite smoothly.
having great flak effects with multilayered explosions and debris might looks awesome, but its no good when it make the actual battle nice to look at but impossible to actually fight.
oh, and the flaks can intercept missiles - only... jure didn t manage =)
A proper flak effect is still being created, our effect creators are quite occupied men. As was said by people before me, the stats and effectiveness of a flak are there.
You say it doesn't hit? Well, that's the good thing about flak, it doesn't have to!
Watched the first one so far. Pretty sweet, though I have a few concerns.
I assume the Virginia was fitted out with more capital combat oriented turrets. They were simple and slow and had little chance of hitting the bombers, even the SHB. He did take one bomber out right before he lost, but it was a little troubling seeing how easily the bombers basically danced around torping him without taking damage.
How maneuverable are the Novas now? I know a lot of bombers are getting freighter shielding in the update, and if they can equip uber powerful torpedoes that can track that well, and with those shields, they could utterly rape a VHF by simply downing his shields and doing a suicide run - with shields of their own up. One shot, you lose shields, the other pilot dies. Quell my worry?
The BS had exclusively anti-cap loadout, with a flak. Don't ask me why, Jure equipped it:P
So, this shows that a BS that specialises on anti-cap battles is easy picking for bombers. When we were testing balance against a properly equipped BS, shouts like "Don't get under 1k !" were heard.
Btw, having just one 'specialty' on a battleship/cruiser is not how its supposed to be. But hell, Its either your really good at Anti Small ship, Really good at Anti capital, or intermediate with a loadout that deals with both.
Nonsence, i equiped it with a basic allaround loadout... as much as i could... Flak is not seen much becouse for the sake of time i didn't use it much... The script said i should loose... so i did... but yes this was a very basic loadout, far from being anti fighter. So far infact that i've lost predictably...
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Skype: jure.grbec
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the video does not show the mechanics behind the flak concept. - admittedly, they do not look as flashy as the flak88 ones - but they ARE effective ... and extremely punishing when a bomber / fighter gets too close.
they are not as effective as they "might" be... but its still a matter of balance. - 3 bombers with good pilots doing the "legal" shieldrunning will take down a battleship - if its not escorted... the end.
but in 4.84... 3 bombers will take down a battleship, even if it has escorts... we tried to make it so that 3 bombers that face a battleship with even 1 VHF pilot escort of approximately the same skill level as the bombers will give give the battleship a very very long time to survive... and even longer if the bombers must deal with an escort. - flaks are a desperate measure - they are "dumb" projectiles that make no difference between friend of foe..... .
the battleships main defense against bombers is fighters - the absolute primary defense. - the secondary defense is to be durable... and only after that comes the weaponry.
but a battleship captain can also mount weapons that offer quite a good chance to take down bombers if he gives up turrets that harm other capital ships... its a matter of choice.
so, what you see in the video is not how the flaks work - but only the effects that were applied. - i cannot compare it to the flak88 mod, never played it.... but i believe that we achieved a FAIR balance of both - weapons and shipclasses. - all in all, disco is of course not as fancy looking as some of the other mods, - no dx9 emulations, no fancy features.... but it runs good for a lot of people - the effects we got make it possible for medium sized fleets to fight without much lag ( clientside lag ) - and on even low end computers, it still runs all quite smoothly.
having great flak effects with multilayered explosions and debris might looks awesome, but its no good when it make the actual battle nice to look at but impossible to actually fight.
oh, and the flaks can intercept missiles - only... jure didn t manage =)
i am really curious..i only can see them slow flying and not hitting(dont even see them explode near the bomber) most of the time in the video...