Ships in this mod.

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Re: Ships in this mod.

Post by RamireZ_Sad »

[quote="cmdrsaman";p="229660"]Unless you mean the Eagle, then I guess it was just your imagination - iirc there weren't many drastic changes to speed and turning back then.[/quote]

M8 you are wrong now I never use the ,,super agile ,, eagle I use my viper from my arive here on void I think tahts 2,5 year , so I feel a little changes in it , I know its hard to make the balance of agility and speed to be good for everyone but I now feel like a man who lsot his fingers on hand... :P
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Re: Ships in this mod.

Post by Richi »

[quote="RamireZ_Sad";p="229661"]
M8 you are wrong now I never use the ,,super agile ,, eagle I use my viper from my arive here on void I think tahts 2,5 year , so I feel a little changes in it , I know its hard to make the balance of agility and speed to be good for everyone but I now feel like a man who lsot his fingers on hand... :P[/quote]

Then you are not Sadman, but Luckyman.  :D
No, my Conq and my way of fight survived a few mods too, just something never change, something do.
In last mods has been a few erors or bugs, as same as unlucky ideas. Do you remember for example problems named Horus, Titanium Crusher, Noms CD? Horus had a bug and Noms CD spammed Sirius like a hell.
If yes, then you remember prominent pilots on the Void which left this ships or Noms CD from simple reasons - fair game for all, without any benefit from bugs or unlucky ideas.
And prominent pilots can do this right decision in this or next mods again. Players, especially the best pvpers, have pretty big part of responsibility for all other players too.
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Re: Ships in this mod.

Post by [BLK_LGN][X]Zeus »

[quote="Richi";p="229664"]If yes, then you remember prominent pilots on the Void which left this ships or Noms CD from simple reasons - fair game for all, without any benefit from bugs or unlucky ideas.
And prominent pilots can do this right decision in this or next mods again. Players, especially the best pvpers, have pretty big part of responsibility for all other players too.[/quote]

Teehee.  ;)
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Re: Ships in this mod.

Post by Shadows-Neuromancer »

[quote="Richi";p="229664"][quote="RamireZ_Sad";p="229661"]
Do you remember for example problems named Horus, Titanium Crusher, Noms CD? Horus had a bug and Noms CD spammed Sirius like a hell.
[/quote][/quote]



I may be mistaken, But the Horus wasn't actually bugged, and was in older mods before a few players saw it as a ship worth piloting, overpoered yes in the fact it was fast/agile than the ships on mod at the time and also had a good selection of wep. slots making it a hard hitter to. But having fought it and other ships mentioned above I personaly wouldn't say it was bugged, It still took getting used to to avoid missles/torps, where as the other's (Crusher/ spartan) were impossable to damage from certain angle's and any one could fight in them regardless of ability. (Thankfully they have been sorted out now.)

Looking forward to new ships, But will prob. have to make a new account, I can't decide which ship I like the most atm already and have a character in each one I like. lol

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Re: Ships in this mod.

Post by TheLaughingMan »

I have colourfull gunsetup on my Anubis MK2 with 1 CD and 1 Torp
i think Anubis do no damage on the mod. fast n agile enough to do the job
and we have lightweight smaller ships with faster turnrate but less power for gunfire. and we get rid of the possibility of spammer setup.

but yes, some of the ships must loose the double CD/T/M slot or we need to setup something like "every missile must steal cargospace" thing :D

Size does matter :D
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Re: Ships in this mod.

Post by RamireZ_Sad »

[quote="TheLaughingMan";p="229677"]I have colourfull gunsetup on my Anubis MK2 with 1 CD and 1 Torp
i think Anubis do no damage on the mod. fast n agile enough to do the job
and we have lightweight smaller ships with faster turnrate but less power for gunfire. and we get rid of the possibility of spammer setup.

but yes, some of the ships must loose the double CD/T/M slot or we need to setup something like "every missile must steal cargospace" thing :D

Size does matter :D[/quote]

"every missile must steal cargospace" thing , is not bad Idea...you must watch on number of your ammo , and the fights can be more intresting maybe, coz you must use your torps/etc responsibly to got an strategic advantage . :)
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Re: Ships in this mod.

Post by Richi »

What about a few words about caps ships.
1) Caps have not place in the Freelancer game as flyable. Unbalanced they always were, are and will be.
2) On the Void we have no as hard missions, no as hard NPC, the Void don't need caps then.
3) Well, caps are here, so when we have a couple of months the Evolution from the Void, why players have no ships and weps as in the Evo?
I miss SHF fighters with anticaps guns like a Long Beam and a few Novaslayer torps. :)
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Re: Ships in this mod.

Post by Vansen »

for all your ramblings...i agree with you on the "cap ship" thingy!

Cap ship owners will argue but i always saw them as a RP ship, not a ship that any pilot rich enough can buy...but thats the prob i guess cause this aint a RP server, its a shooter server and you get the best ship availible to kill your target!

"if you cant beat them, join them" is a phrase that springs to mind but who in their right mind wants to fly something thats pretty much invincible? wheres the fun in that!

Sooooo many people asked for cap ships to be sorted in the next mod, i guess they have been and this is the result!
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