Once again it appears like the release of CF 1.8 is near. So before it is too late I want to report some of the current problems in the CF Balance. I am sure that everything I write is a little subjective as I hate missiles and love guns, but im also sure that there are big parts that carry the truth.
Also I do not know in how far CF 1.8 will change the Balance but I prepared some ideas about how to make some changes.
Maybe there are some things to add that I forgot, so feel free to add them. Also feel free to discuss this matter.
Here is once again the current metagame:
Lagg
Paralyzer - takes down 90% of a shield
Nemesis - 10% of the hull
Cataclysm - 10% of the hull
3 Guns - hardly any hits. One hit with 3 guns would be ~7.5% of the hull
2 CDs - used for finishing off low targets - often shot together instead of saving up some for more damage
Dual mines
CM
I wrote this because im not sure if OP knows about it, tbh the last time I saw him online he was flying the Shroud and that was at least one year ago.
And now here goes the List of problems like I see it.
Ships:
The Lagg is overpowered
The Lagg is used by about 90% of the people on the server. It is small and extremely hard to hit. It outturns every other ship. The speed of the ship and the resulting distances between ships in fights are very high.
-->make more Ships turn almost at the same speed, only small differences overall
Guns:
Completely out of the metagame. They are not at all neccessary to win a fight. If you use them youll face problems like the different projectils speeds, the lagg that can evade everything and a way to high power drain when you use 6 guns. Paralizer missiles are a big problem for the energy bar. PvP with guns only needs ~20minutes.
In fact it is not really possible to get a ships hull down guns only without toilet breaks. If you ask me the shield is no problem at all, thats why people would propably use missiles for the Hull no matter what currently.
-->make ships easier to hit (bigger models are not possible i guess so: higher projectile speeds, same projectile speeds)
-->make guns less/independant from the energy bar
Missiles:
Completely overpowered. Allow you to eveade gunfire cause dropping missiles will only take seconds. Minimal risk of getting a backfire, as ships are fast and hornetts have to move over a big distance. 50 missiles are way to much for a usual fight, spamming them is supported, tactical use isnt. You can afford to have a hit ratio of about 10% which is ridicolous in my oppinion.
-->restrict the amount of ammo
-->make missiles dependant from (a slow regenerating) energy bar
-->restrict missiles per ship to less than 3
-->make CDs regenerate? would result in more spamming though
Torpedos:
Well balanced, high risk of backfires, timing has to be good. No real homing like the missiles do, more tactic required. Average damage to the hull and the shields.
50 units of ammo is fine as thats needed for NPCs and BSs
-->maybe increase the time delay between the shots. less spamming
Mines:
Fell out of meta too. Explode to often near your ship while launching them.
Also its said they cause lag, using them is like using bots and bats to some people.
Armor vs. Weight reduction kit:
Currently all players use the Armor. WRK does not fit on lags and the changes it causes are not significant as missiles will still track. No real disadvantages, the weight of the armor does not really restrain the lagg
-->idea is cool. maybe make the changes more extreme, only mountable on high armored ships to have a wider spectrum of ships used
(This is of course mainly an open letter to OP. Still Id like to hear oppinions)