Balance changes in the update
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- Lt. Commander
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Re: Balance changes in the update
I know I couldn't avoid them, and I was in an apophis and was still pretty far out, next thing I knew i was dead. :-??
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- Sqdr. Commander
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Re: Balance changes in the update
Well well well...Stations in Freelancer are modern and powerfull space installations...it is okey to attack a station like the ISS with fighters, brake the defenses after few small fighter guns shots and send that poor thing to Hell...but not stations like in FL! Some of them are build into freakin asteroids! How can a fighter make damage to an asteroid? The only "weak" station is the Rochester type...
Think a little bit...Capital ships are build for space warfare...planet bombing, station assault, blockade, agains other battleships. When you want a frakking station like FORT Bush down you bring a battleships and attack it. Not a stupid squadron of fighter but at least a cruiser. Also for what you need a battleships? To kill fighters? Its a fighters role...no to assault the stations...blockade entire systems, etc. BUT stations with turrets capable of tearing apart entire Dreadnoughts in few seconds? Pleeeeease. Where you put such a huge power core? How many turrets are on 1 station? Circa 6-7 dunno...but its an enormous power consumption. A fighter in station assault scenario is for taking down the turrets. So my point is:
-Nerf the station turrets...but to lever when they will still destroy a fighter after one direct shot but the battleships will be not instakilled after 4-5 seconds.
Think a little bit...Capital ships are build for space warfare...planet bombing, station assault, blockade, agains other battleships. When you want a frakking station like FORT Bush down you bring a battleships and attack it. Not a stupid squadron of fighter but at least a cruiser. Also for what you need a battleships? To kill fighters? Its a fighters role...no to assault the stations...blockade entire systems, etc. BUT stations with turrets capable of tearing apart entire Dreadnoughts in few seconds? Pleeeeease. Where you put such a huge power core? How many turrets are on 1 station? Circa 6-7 dunno...but its an enormous power consumption. A fighter in station assault scenario is for taking down the turrets. So my point is:
-Nerf the station turrets...but to lever when they will still destroy a fighter after one direct shot but the battleships will be not instakilled after 4-5 seconds.
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- Sqdr. Commander
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Re: Balance changes in the update
Okay, if there's one thing that we can all agree on, I think it's that destructible bases will have to be changed. The exact way of doing so is up for debate, so we will be discussing that. (I do have new ideas instead of just changing numbers around, but they'll have to be fleshed out first and then put up for discussion with the others.)
Please keep the thread for discussion of other balance-related issues in the meantime, if you think there are any. If you still want to discuss destructible bases, do please open a new thread for that. Just keep in mind that they will be changed, so there's no need to repeat that.
Please keep the thread for discussion of other balance-related issues in the meantime, if you think there are any. If you still want to discuss destructible bases, do please open a new thread for that. Just keep in mind that they will be changed, so there's no need to repeat that.
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Re: Balance changes in the update
The update had some minor balance changes, but there are a few that aren't immediately visible to players, namely that the Nemesis, the Pilum and the Shilone were resized (scaled up) to better fit with other ships in their category. Another change was that Hel AI was improved, so their ships fight better. (The price of their looted weapons was increased to reflect this, too.)
Also, about the clan bases above: their turrets were reworked, and their hull was increased.
Oh, and might as well mention it here that though the update was mostly about bug fixes, three new bases were also added. Spoiler to their general location: [spoil]Two of them are in Alex, and one in New London.[/spoil]
Also, about the clan bases above: their turrets were reworked, and their hull was increased.
Oh, and might as well mention it here that though the update was mostly about bug fixes, three new bases were also added. Spoiler to their general location: [spoil]Two of them are in Alex, and one in New London.[/spoil]
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- Commander
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Re: Balance changes in the update
So if you feel urge to change things which working years very well, tell me where I can buy mines, coz stupid and needless NPC talking something about better reputation.
So I need longer rep stripe, coz Im full in green and not enough.
So I need longer rep stripe, coz Im full in green and not enough.
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Re: Balance changes in the update
Fearbringer mine droppers now use ammo, and which, like all other organic ammunition, are available on Nomad bases. Much cheaper than Rippers, though.
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- Lt. Colonel
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Re: Balance changes in the update
Was it intentional that you have to have a complete FULL green rep to buy Nomad weps on any nomad base IE Nomad Tag
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Re: Balance changes in the update
To clarify, to my knowledge it is a bug and will be addressed accordingly.
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- Lt. Colonel
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Re: Balance changes in the update
I'm getting reports that even with FULL rep some weps on some bases are Unbuyable.
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Re: Balance changes in the update
[quote="cmdrsaman";p="230752"] Another change was that Hel AI was improved, so their ships fight better. (The price of their looted weapons was increased to reflect this, too.)
Also, about the clan bases above: their turrets were reworked, and their hull was increased.[/spoil][/quote]
Hels don't need to be improved so much, now are missions in Zeta rather impossible and looted weapons seems to be rather decreased than increased.
Also, about the clan bases above: their turrets were reworked, and their hull was increased.[/spoil][/quote]
Hels don't need to be improved so much, now are missions in Zeta rather impossible and looted weapons seems to be rather decreased than increased.
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Re: Balance changes in the update
Oh man, you don't know how I'm wishing that. Imposible or extra hard missions!. :D
Missions that you need to be groupped or very-very good pilot to complete'em. Instead of just "looking for the biggest prize", players caring about "what mission fits my current level".
Missions that you need to be groupped or very-very good pilot to complete'em. Instead of just "looking for the biggest prize", players caring about "what mission fits my current level".
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- Commander
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Re: Balance changes in the update
You don't need to be good pilot against six Hels with 6.67 rr guns. You will be hitting all the time and alive as long as you have any nano. So no matter as good or bad you are.
And if you wanna hard missions for group of players with interesting loot, then don't know if missions for 800k with five Hels looting guns for 300k are so interesting for more players.
And yes, I was trying two missions, but I found only empty waypoint without Hels fighters.
And if you wanna hard missions for group of players with interesting loot, then don't know if missions for 800k with five Hels looting guns for 300k are so interesting for more players.
And yes, I was trying two missions, but I found only empty waypoint without Hels fighters.
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Re: Balance changes in the update
I didn't meant that.
If mission is double hard, then prize too. (hard mission)
If mission has too many opponents, then take some friends with you. (fast&crowdy mission)
If mission is double hard, then prize too. (hard mission)
If mission has too many opponents, then take some friends with you. (fast&crowdy mission)