Posts by swatti

    Well, going thru few mods it seems CF really is the only option unless your a fan of star wars, since im not 15 anymore i kinda dislike "star wars mods" tho the one in question does have a working concept of automated turrets i'd like to try.


    As for CF and FL all together i think this game is not for me "anymore" as mods have gone the path of multiplayer-balance and such i am unable to play due to my connection.
    I build race-cars / upgrade street-cars, so i need to test the settings and modifications, thus i moved near a race-track far from the city and seemingly any connection so im down to mobile connections. Also organizing track-days in the summer takes much of my time so i can only play games during the winter.


    Anyways, no bad feelings or anything. Maybe one day you guys can do a single-player only "side-mod" for us SP fans, with automated turrets too ^^
    One can hope.

    Clean uninstall now. Yes, it was clean install of all components, FL, mod manager and CF.


    The changes to the basic gameplay were just too much. I must admit there are impresive amount of changes but i would suggest the "devs" to play their creation from the SP start and see if it truely is what they desire. If it is what they desire then im happy for em but it seems its far from what i desire.


    Im off to try some other mods, my sincere thanks and goodbye for the time being.

    Im trying to like it but its like classic sports car - You love it, but just feels like it hates you.


    Tried another trick: Missiles. Tried few different ones. They eighter just fly off "somewhere" and do nothing or they all just hit the flares enemies can seemingly spam a lot faster then i can launch missiles from 3 launcers... Also it sucks to have only 50 of each missile.

    Comparing things: How hard would it be to add auto-turrets? Back in the day there were some talk about it, some said it was virtually impossible, since NPCs use em, why cant player...


    Freelancer is certainly based to be "fighter-craft game" and leave cap-ships to NPCs but considoring mods bring cap-ships to player and they have huge amounts of turrets, its kinda silly to be able to fire in only one direction at a time. Some vanilla ships lose quite some of their dmg-output because some turrets never face the right way.


    Perhaps you can say im driven by the fact that the single-player balance is bit off, and to be honest this could "even the odds" a bit. Coming from a longtime MMO-player (till i moved further from a proper connection) i can imagine what auto-turrets could do in MP and PvP, thus im only requesting em as a perhaps "standalone" addon-mod to be used in Single-player.

    Heres a new one:


    In the second "system", picked up a tough looking freighter off the lane-hackers. Went to southampton shipyard and was swarmed by 2 or more factions attacking. Why do they all attack me!? I can see it in the distance and they were fighting eachother but once i come out of trade-lane they seemingly ALL swarm on me, no cargo on me eighter. It takes about TEN SECONDS for my ship to get eaten. Loaded my game twice just to reach the shipyard... Also, its a shipyard that does not sell ships. Umm... Intended?


    Now im stuck, if i leave the shipyard, i get killed in the launch-sequence BEFORE i can start spamming bots and bats. Is this one of those "perfect gameplay" things your mod advertices in Moddb?


    Am i meant to buy some overpowered god-ship just to stay alive long enough to get out of a station? Im fairly sure i was not supposed to be able to buy the ship im flying right now, it can mount 2-3 classes higher equips then what is sold anywhere near here and has twice the HP and carge-space then what any nearby sold ship has.


    Ok, i dont wanna be rude, lets just say the "last chance" aint still up. I'd imagine no-one else complained about this, they just swapped to different mod or grinded money to buy a super-ship.


    So, some small questions:


    " highly improved AI " (says moddb CF page ^^ )
    - As in how? Specifcly, did you alter how they behave in combat? Bots/bats usage, max amount?
    The AI seems to do huge amount of evasive manuevering and uses way too much bots & bats, also their aim and weapon power seems a bit too good.


    " Ships "
    Is there a database where to buy and stats of these new ships? Im hoping most aint some stat-wise useless capital ships i saw in New York.
    Did you really leave the hitboxes un-touched? Could explain why weapons cant hit anything in CF and in vanilla they can.


    " weapons "
    New guns? Database? Gief!
    Did you alter the NPC-weapons? They do WAY more dmg then vanilla. I like the idea but it went a bit too much, WAY too much when paired with their bots/bats usage.
    Bullet size / bullet hitbox still normal or modified? Also something that could explain why the weapons miss so much.


    " Death explosion "
    In large battle you can get killed in few seconds by things happening outside your view. Thats just plain cheap and lame.


    I do like a challenge but something is not right here... Trying to ficure out if its me or the mod. Im not sure how "multiplayer-oriented" or "PvP oriented" the CF players are. My connection cant take multiplayer-games so im down to SP here.

    Ok fine, its your mod.


    But regardless, im still asking "how hard is it" as i dont see ANY mod actually using such... Kinda strange imo. Or is there any mod using it?

    Problem is, its virtually impossible to avoid explosion dmg all the time, some fighters explode istantly, some fly in spiral, some burn up and blow up. I had to LOAD GAME six times when defending the research station because NPCs fighting rammed me and exploded or just fought eachother somewhere close. Spamming F and G while in middle of fight just to stay from being instagibbed is not a very fun gameplay
    I actually like the idea of taking dmg from and explosion but are seriously saying losing 100% shields ALLWAYS or if unshielded 100% change of getting killed!?
    It seems a static value or a VERY high dmg value of sorts. Somewhere around 50% sounds a bit more reasonable, right now its just frustrating and forces you to load game -screen.


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    Also compared to Vanilla FL it seems my weapons have HUGE miss-rate past 300m, high rof lasers that is. Even when flying in straigt line behind a light fighter (heavys seem easier to hit) my guns miss unless im closer then 300m. How the heck is that possible!?
    Whats the point of having 600m range if only half of it can be used!?


    Also NPC-rats seem to have quite beefed up guns, it takes mere few hits to kill my 1k of shields and cause heavy hull-dmg from their weapons while i have to pummel theirs for quite long to do the same effect. While enemies have reasonable miss-rate at max-range, their accuracy is near perfect up close meaning once your out of batteries and bots you CANNOT fight any longer and just have to run away.


    Also there is the issue of infinite bots and batteries on NPCs. I dueled a basic pirate and he kept using bots over and over again, this went on about 20min untill i just got bored. Vanilla had once or twice, in CF seemingly infinite. Prolonging battles like this is just lame and cheap. It also makes it VERY hard in fights where enemies get timed backup, unless you get lucky and down some very fast spamming bots and batteris you get overwhelmed soon and its back to the last checpoint again.


    While i do get it that NPCs have to have a few tricks up in their sleeves, but this is just UNFAIR, i have to be up close to hurt them while they can hurt me at allmost any range and regenerate untill the end of time.
    I cant remember how many extra ships there were in the mod, im hoping to find one that actually evens out the fights a bit. So far ive only seen some wierd capital ships mounting only turrets and no bots/batteries and a pair of fighters out of some other game i cant remember by name.


    Im giving this mod ONE more chance, tell me where to find a balanced fighter near the New York system. Also, is there a way to see the ships energy-pool and generator somehow? Maybe add thos to the description or so. I remember this being missing from the vanilla too.

    Heh.. Well I found it cool that you have to be shielded for a hit like that. But still, the only other thing I can say is don't let yourself be shieldless when near an exploding ship. :P

    I also kinda like the idea of taking dmg when something explodes near but the amount is WAY TOO HIGH. Also it brings another nasty side-effect, even if shielded my ship loses ALL its external part that can be broken, in the case of the Defender i lose 2 guns EACH TIME someone dies near me.


    This needs a fix.

    No other mods running.


    It seems i spoke too soon about the difficulty. By chance i changed my tactics a little and finaly made it... Finding out the BS missouri sells a neat ship certainly helped a lot along with a load of toys it came loaded with.


    Still seems a bit on the hard side but that i kinda like, vanilla FL was too easy.

    Using it as it is, yes it would be cheating, thus my idea of balancing a set of new specificly made auto-turrets one cannot fire manually at all and with much reduced power.


    Basicly the whole concept is to make large multi-turreted capital ships act like they should: Fly smack in middle of the battle, fire in all directions and outlast an outnumbering enemy. Or "Press a button and wtf-pwn some starter npc-pirates for fun"


    You could also mix in a few "normal turrets" to pick off targets of priority while the rest slowly chew up the surrounding enemies.


    Also a merchant-ship could focus on getting out of there while its turrets provide cover against the faster and smaller enemies.


    AS MENTIONED - im saying all this from a SINGLE PLAYER perspective. Maybe it would be best to leave em out of MP games before fully balanced.


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    Simple question: How hard is it to make auto-turrets? Cause im not seeing any mod using them, or did i miss some? Ignoring balance etc. Just "how hard" ?

    Actually tried the mission again, i have manual save there so i cant test things.


    CROSSFIRE:
    No matter what guns i have, and i pretty much tried EVERY gun i have acces to at such early stage and all the typical ships i can afford. Even if i had PERFECT accuracy, i could not down the smuggler, its like my guns just miss all the time. Every time i do hit him, he jumps to different direction, also he WILL USE BATTERIES AND BOTS. Once his hull is at certain level, he will use bots after a certain time. If i could damage him further i could down him before he hits the bots.
    Also even if i had perfect accuracy, the ships i would have acces to normaly would run out of weapon-energy long before i could down the target. Theres a 3mil mega-ship i have yet to try.


    Best result has been with the Rhino / freighter as it has most guns, large'ish energy-pool and set of L1 high-rof lasers. Even so, i run out of energy and he does not run out of bots. Better guns run out of juice too fast. Lowbie guns have better energy to damage -ratio in this case.


    VANILLA: (mods off)
    A comparison, i really did play untill this same spot to compare. It was quite slow, in CF i can make millions in minutes... Anyway. Basic pirates are easy pickings, they use bots maybe twice if lucky, i can down 5-6 with the starter-tub EASY and i can down the smuggler after a while. He does dodge when hit, uses bots rarely.


    I remember playing Freelancer back in the day, i used the Rhino / freighter for quite long and same with the lowbie guns it mounts, it was a bit too easy imo but the difficulty ramped up nicely after that.


    Sadly i dont have the weapon-power ficures here nor would it mean much since i dont know whats been done to the smuggler or his ship by the mod but OVERALL the sheer difficulty is brutal, far from what one would call fun. I dont want to buy some super-ship and hunt down over-leveled guns within the first ten missions.


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    So, to put it simple, the mod seems to have upped the starting-difficulty quite a lot making it very hard and very fun. While quite funny, i dont really want to abuse game-mechanics to make my guns shoot faster. I finished vanilla Freelancer without cheats or such tricks, i do believe i should be able to do the same with CF installed, i was looking a "different playing experience" not brutaly hard.


    It may have been another mod that changed hitboxes, i was looking thru many mods in moddb, since it seems rather hard to hit targets in CF compared to vanilla i thought it would be the case... Odd. I do want some extra in Freelancer so im hoping to see what im doing wrong.

    Auto-turrets, im sure every mod will eventually face such request, quick searching found no such thing yet... So, here it is! :D


    A certain Star Wars mod has/had some sort of working concept of turrets that fire automaticly, as i know nothing of Freelancer editing i dont know how hard it is to mod in such feature but it would certainly have its uses and would enable larger capital-ships to behave the way they should.


    Im saying all this in a Single-player perspective, there would be rather nasty balance-issues in PvP if such things existed or they would need very brutal testing first. If possible it would be nice to have separate turrets for normal vanilla-gameplay and then toned down auto-versions of the same turrets that one maybe cant fire manually at all, etc...

    Im having similar problems here.


    If im not mistaken the ship hitboxes were altered and "accuriced" thus guns no longer hit anything unless you have perfect accuracy and even if so, "ace pilots" still change course at a speed no human can follow. When i turned off the mod i could hit ships normaly. With the mod turned on, i cant hit anything smaller then a gunship. Also since AI has "auto-aim" im taking a beating... Also even starter-pirates use HUGE amounts of bots and batteries making it very hard to down even a single one. I left one alive from a group of 3 and tested, OVER 30 times he used hull-repair bots...


    So, GZ, your mod destroyed the single-player balance.


    Suggestion:
    Mod setting to enable original hit-boxes FOR SP ONLY for those of us who prefer SP. Im sure in PVP the more accurate hitboxes are lot more fun.