Posts by ramses

    Be careful, extra armor removes a lot of agility.
    In the end there is a huge amount of possible ships, all a matter of taste. I for example fell in love with the Cyclone but this is Coalition space vessel and therefore to get late.


    In the end there is always the equation of firepower ( offensive ) versus tanking ability and agility ( defense) and to some extent usability ( cargo space).


    Some people like Ajay use an anyway imho low agility fighter and upgrade it with Armour so it is even lass agile but they don't mind using a slow turning ship. Me personally I for sure want an agile ship but for sure need a certain minimum of defensive power. For me Cyclone fits best but there are plenty of ships outside, pick you own what you like most. Also I like the SF18-Arrow, very agile but less armor than the Cyclone and one Torpedo less.
    Never used Chimera but I have set for myself bottomline of 10000 armour. I do not care too much for cargo space, ~70 is fine since I am only interested in pods anyway ... But two torpedos is really cool also... If cargospace matters Horizon is also not so bad,


    Nanobots safe life, that's important.

    Is two Torpedo launchers really neccesary? I have one, but i've never needed to use it, but then i am using Crossfire level gear in vanilla. What sort of shield cap / hull do enemies have in Crossfire? For now i was looking at the Komodo dragon, seems like an improvement to the titan, with an additional turret, 30 extra cargo space and 9 more bots, but a very slightly lower armor. I noticed an inconsitency btw, the wiki page for the Komodo Dragon (Komodo Dragon) lists it as having mines but the Ships page (https://swat-portal.com/forum/cms/wiki/crossfire/ships/) lists it as not having mines. I just found out about Power Generators. Do these prevent VHF energy levels being an issue or are they actually a downgrade for them?


    Komodo is nice, best is that it has
    - pretty strong hull,
    - good cargo and
    - very important: nice amount of bots !
    without being
    - huge like a fat truck or
    - flying like a drunken goose. ( both referring to evasion)


    For the 1.9 campaign for sure nicely powered thing, don't know about the new one.
    The turrets lose their advantage when you have access to better weapons (>8).


    Remember, best energy is what you safe, best damage is what you don't take. ( Or : Better evade than repair!)
    In 1.9 there were also some long ways to go where bots are on short supply. Keep this also in mind.

    I would also recommend to use the first steps in the campaign where your are restricted to New York System to check all the stations if there is not some power-up available ( although it might be expensive) and some powerful ship also.


    Turrets are in the later game really not worht the energy. Sad to say but is like this. Also note that turret is not everything, also it needs to have the right "level". lvl 8 is nice but actually of no use with ships bearing lvl 10 weapons.

    Hi Nucnuc,


    Not giving to weaker just means that also like in caribean seas. If a pirate with a Sloop asks a Frigatte for ransom otherwise it will fight them, I think no money but a gun solvo would be exchanged and no more Sloop will be visible after the powderdust has faded :)


    This has nothing to do with giving new guys possibility for good start. If I would still have my 200 mio credits and the strong ship also I could give 10 mio easily to a newbee to allow him start easier since I earn them in 1-2 hours.


    Also I see my comment as a "hint", still this whole great thing is in beta and I just want to give my 2 cents from my experiences in Sirius

    Also I had an experience that a pirate taxed me, i fought and killed him easily ( I dont give money to weaker, for sure) and thought ok I can just continue doing my missions. Then I was in a mission and he killed me when fighting NPCs. Is that really RP? Should be like he can try onece, If he does not succeed than the 2h limitation should apply.

    @NucNuc I know thats the reasons why there is a launcher, but if I restart launcher and CF 3 times in half an hour I don't believe that every 10 minutes 14 new updates are released ( so overall 3x14 in half an hour!). Seemed more it wanted to install each time the same 14 updates and did not succeed.


    I retried now and also installed updates but took longer. Maybe succeeded now.


    Btw no server available now.

    Offline. What I find also odd: Everytime I am hitting the "Multiplayer" Button on the Launcher it processes 1...14/14 Upadetes.
    I mean everytime. Is that normal? Now off for movies.

    Installed it yesterday on laptop windows 8.1 according to install guide. Worked fine, except one thing:
    As correctly mentioned in the FAQ, I had to run the CF2.0 installer in Win7 compatibility mode. Otherwise it crashes.


    But thumbsup for international to offer help in general!


    Machine is


    Samsung Series 5
    Win 8.1
    8gb RAM
    128gb SSD
    I7 ( 2 cores)
    HD4000

    Yeah it is not changed, but also we are not using same Freelancer here, or ? ;)


    Quote

    Just an idea about improvement.


    Mainly people lateron will use sophisticated weapons like CG, PPC or Ancient/Alien weapons (Propulsor), so in the long run complains are few since all will end up with different weapons, but I think this change would bring more differentiation and would be nice to see also this more often in space.


    Firekiss is not an option, will not hit most of the times so not really worth spending the energy.