Posts by Night-Hunter
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Ok. So yesterday i made a quick test (because the game crashed 2 times), but i didn't get much from it. Today i did a better one.
Seems to handle well with ancients and just by stearing left and right you can dodge about 50-60% of the incoming fire at the first contact and when you're in the actual fight if you keep doing it you will most likely be fine.
Doms fighters on the other hand are more hard to kill, and personal for me i would not advice fighting them with gunboat, but you can still survive.
About the fleets... well you can take cruisers without muh efforts, but bs/ms takes too much time so better to just leave them.
But overal in a strike team they can be of use.
Didn't test is in pvp though, so i don't know how it's gonna be
(about the short videos, i used fraps and for some reason all the recordings can't be more than 30sec and the bad quality is because it takes large amout of space so i used the lowest recording settings)
Honestly i don't know if the new function of the forward guns is better, but i kinda like it more.
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In that case, it seems everything works as intended. Then i think i am done with the tests so far. If you bring some new changes to cap ships i will be more than happy to do it again. Also about the bombers, they really are left behind like the cap ships, so if in the future there are some changes i might also make some tests for them
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I tested it with Ice-Warrior on his bs and fighter, then with Cavalry on his bs. Tested it with normal ncps (fighters/bs from Sirius) Also on a stationary targets like stations and bs bases
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Cruiser forward gun range is ~3,8
Turrets are 1,8
Tested it numerous times. Also Ajay and few more can confirm that's true.
Gunboat forward gun range is ~2,2
Turrets are ~ 1,5
OP, i know you design it that way, but here is what i think is happening.
You might have given the range value in the game codes (or wherever it goes, i have no idea, i'm not a programmer) but the game itself can't read them correctly and instead of the exact numbers, it reads them with ~ 200-300 difference (excluding the gunboat turrets who seems to be with the correct value)
A side note.
I also found this. The gunboat forward guns can oneshot bs/dn shields (players ships, didn't tested it in IC)
As i already said i didn't had gunboat before so i don't know if this is suppose to be like that, so i decided to report it anyway.
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So. I've made some tests today with both cruiser and a gunboat. Turns out the 80% damage reduction brings both cap ships in the fragile state. On the first encountered wave of ancients the shield dropped to two bars left before i could destroy even one ship, i had to retreat. With the gunboat it's even worse. On the first wave of nomads in FP7 near the gate i was left with no shield and two and a half bars hull left, i had no time to engage and i had to quickly dock out. I know this came out because the 95% was causing problems with bs, but without it the other cap ships are becoming easy to kill again. So i wonder if it's possible to keep them both at 95 if not then to 90% while for the bs might be kept 80 or to the value the other players finds it reasonable. I'm not gonna argue for what have or what should not have be. Again it's only a suggestion and i'm just giving my report.
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Ok, time for status report. I've made some tests with my order destroyer. Here are the results.
Can confirm the maneuverability works more or less (can't say what's the difference, because sadly i've never tried the destroyer in real combat before the changes)
Can confirm the reload time of the forward gun is indeed 5 seconds, what i do found though, is the range (don't know the default range, didn't made tests before) 1700m is the curret range of the main gun and 850 on the secondaries.
Can confirm the damage reduction work as intended. After 5minutes of constant fight in Dervon with the brake between the next incoming wave and a little use of cruise engines moving around, a player will have no problem surviving them and knowing the ancient drones are not to be underestimated this is a big improvement in the surviving capabilities on the cap ships. Tomorrow i might try a gunboat but i can't guarantee.
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Now this is an interesting topic. I can say that i wanted this from a very long time. Ships like gunboats and cruissers/destroyers are not played at all (you can still see someone using battleships now and then) but even knowing this i am still eager to actually play with one of them... I even wanted to go with my order destroyer to the doms event, but Ajay said that Wanderer was already using one and a second will be just obstacle. Sure he survived for a few waves, but being blow up at some point was inevitable. So personal for me i do want to use them and your idea with the invasion is actually really good, but the real problem is how to achieve it. Like you said above, this should make the players to team up with various kind of ships, something that is done in real life. Have you seen a battleship going alone in the ocean? or being escorted with only jets? No When the navi is going he brings a whole fleet, that's what have to happen also in CF. The thing you said about the limitaions of on what can be worked is actually disturbing, because less options means less results. Here are some of my thoughs an they are IF they can actually be made/if possible.
As the smallest big class ship, the gunboad may use trusters. That way he will get a lot more maneuverability and a bigger chance of surviving.
About the cruissers/destroyers. I don't know what's the actual range of their main gun/forward gun, but their secondaries are about 1200 (+- 100-200, don't know the exact number) and knowing they are actually supposed to be able to kill other cap ships (something that is abosolutely impossible right now) they should get a change in their guns. Maybe rework the forward gun, give it a more damage to actually be able to kill a bs, if you might think it will get too op, increase the damage, but also the cd time, that way if let's say you can take out a bs with 2-3 hits from the main gun but you have a big cd time on it you have to be precise when and how to use it, maybe also increase the overal range of the guns? and adding more ressistance to fire is also a good thing. Or maybe let them be able to use hull upgrades? Or just give them mounting weapons like on a bs?
As i said, those are only thoughs and suggestions about what may be tried, but if it can actually be done. There might be plenty of other things, but that's all that i can think of at the moment.
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Yet another song from KDA
though there won't be more (becuase they have 5-6 in total and those two are the only 2 good enough to post them).
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Yeah it's from League of Legends... Yeah i play it... i'm guilty
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Here is the all know epic music of Battlefield.
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The words will never be enough to describe how grateful i am that you're still around.
Happy Birthday Ajay.
My fellow pilot, comrade and dear friend.
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Translation
I see you, slowly coming to me.
I see you, blind people.
I see you, fifteen thousand souls.
I see you, blind people, blind people.
Warriors, i see you, coming to me, with arms outstretched for hope, shaking arms.
An evil and mean enemy, deprives you of your eyes.
Lord have mercy on me.
And evil and mean enemy, deprives you of your eyes.
Lord have mercy on me.
I see you, slowly coming to me.
I see you, blind people.
I see you, fifteen thousand souls.
I see you, blind people, blind people.
You, do not grieve, please, king.
We, your warriors, even without eyes.
Again we will be with you, our childrens, over Bulgaria they will watch.
Again we will be with you, our childrens, over Bulgaria they will watch.
I see you, slowly coming to me.
I see you, blind people.
I see you, fifteen thousand souls.
I see you, blind people, blind people
I see you.
Short background (i won't go into details)
The song is about our tsar Samuil who is keeping the byzantiun empire from advancing in Bulgaria and the rest of Europe, he even manage to some do some heavy damage to their army, but after one event where the tsar sees all of his army blinded after the fight in belasica he dies (the story says from hearth attack). Few years later the first bulgarian kindom has fallen.