Thanks Talsman, glad they helped you out man!
Keep an eye out here for the 1.82 maps folks, I've got a Xeno-Species and Vessels Recognition Report and Field Manual coming out with it soon.
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Register a new accountThanks Talsman, glad they helped you out man!
Keep an eye out here for the 1.82 maps folks, I've got a Xeno-Species and Vessels Recognition Report and Field Manual coming out with it soon.
Yea, once I get done with some "pet projects" of mine in the SA, I'm gonna try to concentrate on getting in a hour of GR time every day I log in. Regardless, if problems or a situation arises, I'm but a character swap away from my GR ship.
Awesome to see you're recovering well Haegar! Glad to see you back online and you'll back in action again soon man, take care of yourself and get healed up! I know your mates in the Dragon Corps have long been awaiting news of your whereabouts, how you're doing and when you would return.
*SLIGHTLY OFFTOPIC*
Can someone PM me the name of the other Holoprojector(s) in the game, I already know about the Yamato, thanks!
Display MoreI also have a bomber position in Omega Unit, but unfortunately pure bombers are too limited in long engagements.
The Hades with its 8 torpedoes launchers ends up empty of ammo very quickly due to the lack of torpedo choice and limited number
to carry. In IC against motherships or stations it ends up useless when ammo is down (the 2 turrets don't help much).
Sadly, VHFs with Diamondbacks MkII are more usefull in the long term.
Even though I admit a full wave of torpedoes on the Hades is really impressive, it does not last long, and is quite unappropriate for an IC
expedition (tried it) -> hence some bomber pilots going for hybrids ships like the Elder (still have some guns at least when no more torps!)
I myself still look for a compromise, although I am thinking to go for a "gunboat" weapon setup, and giving up bombers for those trips...
Gotta echo Faaby's comments here, pure bombers are nearly worthless in the Inner Core due to ammo logistics, especially if it has many launchers as they can eat up ammo quick. If only bombers could carry more ammo, they'd be more useful. Also, the Star Killer and Sunslayer torpedoes are not powerful enough to really make a difference against cap ships and bases, while sadly the Coalition torpedo's ammo is limited by cargo restraints of which anything that has under 100 units of cargo cannot even use it!
Therefore, the SA Omega Wing personnel have moved on to looking at Cap Ship Killer/Bomber hybrids like the Elder and other regular VHFs that can be setup in a similar configuration, like the Shroud or in Faaby's case, the Eliminator. I'd also like to try adding some of the rare missiles to their loadouts of which the Nemesis and Cataclysm both dish out nice amounts of damage for level 9 missiles. Bottom line, I wouldn't carry any more than one missile or torpedo type weapon per each ammo type as 50 rounds can go quickly in a prolonged battle of which happens often in the Inner Core.
To my understanding, the Elder's forward gun does worthless shield damage, but does massive hull damage, unless OP has changed that since 1.82's release.
The fact the Elder has that gun PLUS 4 Diamondback MKIIs ANNNND Sunslayer/Coalition torpedos makes for serious damage quickly against cap ships and bases Michael. With targets that huge and slow(or stationary) you don't really need to aim a whole lot either. Like I say, there are specialized ships within Omega Wing that normally would not be used anywhere else,(especially PvP and player vs NPC VHFs) but serve a unique purpose and can be used to good effect in the right situations, namely against heavy NPC assets, of which Omega Wing was created for.
To most people outside of this outfit, these ships are unorthodox in most situations, true... But when put together with other support ships and other specialized VHFs, they can prove to be highly effective, especially when they are all working together as a UNIT.
No Spiky... *facepalm* You fail dewd, because you FAIL to realize he's part of a coordinated wing that specializes in taking down alien cap ships and bases and he also has a dedicated wingman that's protecting him. You'll see it in action in due time as is.
Hmmmm, it is a perplexing problem Huor... I guess since we can only have so many GRs, is to get all clans to pitch in a CF_INFO character as well and put no stipulation on how many there can be per clan. That's the only way I know of to combat that issue, is to throw more "manpower" at it.
Well, personally Huor, I've been making an effort to say HELLO to all low-level players I don't recognize from time to time and welcome them to the Crossfire server. I'll also inform them I'm a GR and if they have any questions or need something to not hesitate to ask.
D0h! Well, thanks for considering the ideas at least OP... By the way here are some more "stipulations" with the new ECM suites:
When in radioactive zones or in nebula, they will interfere with and therefore disable the ECM suites while in those locations. Just like in most sci-fi movies (Star Trek) anytime they got near a nebula, their sensors were worthless and the Klingon's cloaking were worthless.
Actually we have those already Altair, the existing counter measures dropper acts kinda more like a flare, but it does the same thing.
The ECM JAMMER will jam all scanners to where you CANNOT pick them up on scanner what so ever, but you could still get a visual of them when they come into range. Therefore, if you can't get target acquisition with your crossairs and lock onto a target, you cannot get a missile lock period, you'd have to use "iron sights" (i.e. your crossairs) for both your guns AND missiles to hit a ECM jamming target. Basically all missiles, torps and CDs would have to be "dumb fired" and therefore have no tracking ability. This means missile/torp/CD weapons become rather useless, it would also be a great deterrent against missile "spammers".
What if the ECM hardware is rather expensive or difficult to find? That way, not everyone will get it, at least initially. Think of it as a game of rock/paper/scissors.
If you are running a cloak module and a ecm jammer at the same time, they wont' know you're coming, period. Even then, if they are running a de-cloaker probe, they still won't find you until you get into visual range, of which will be difficult since they cannot use the scanner to locate and lock-in your exact position.
Alright with the coming advent of cloaking, I've come up with some ideas to help prevent abuse of this technology, in spite of OP putting in a "safeguard" of using energy crystals to limit it's usefulness.
This is merely a suggestion and some ideas to toss around, so take it for what you will. I dunno exactly if they are implementable in the FL engine, aside from cloaking.
Take note, all of these devices can be limited as the cloak in that it's power source will be fueled also by energy crystals.
ECM JAMMER MODULE - This electronic countermeasures suite allows a ship while still visible to the naked eye on screen, to become invisible to all NORMAL scanners with sufficent energy crystal fuel for as long as it lasts.
ECM ACTIVE PROBE - This electronic countermeasures suite allows a ship to detect any ship regardless if they are using a ECM JAMMER MODULE, for as long as the ship's energy crystal fuel lasts.
CLOAKING MODULE - This electronic countermeasures suite allows a ship while still visible on scanners, become impossible to see with the naked eye on screen, for as long as the ship's energy crystal fuel lasts.
DE-CLOAK PROBE - This electronic countermeasures suite allows a ship to see any cloaked ship for as long as the ship's energy crystal fuel lasts.
Hopefully these electronics suites can all be "stacked" and used simultaneously however, they will expend energy crystal fuel rapidly when done so as each module consumes a certain rate of energy crystals.
So is it possible?
Sound like an idea?
Throw it in the trash can Ryleous? *facepalm*
Anyway, let me know what you guys think.
If I'm not mistaken, all ships run off a small nuclear fusion reactor,(just like Mechwarrior! haha) hence the massive BOOM when you are destroyed. Therefore, fuel is no consequence to ships in FL. Besides, we are limited in ammo for missiles, torps and CDs and soon energy crystals for cloaking.
Roger that Shockwave! The SA is bringing in the Omega Wing assets for this mission, as it's a alternate specialized attack wing of which focuses on capships and bases, but can engage and defend against regular VHFs as well. It's been in the planning stages and been worked on for quite some time, but this will probably be it's first real field test. The wing employs gunships VHFs and cap ship killer VHFs as well as regular standard VHFs to the wing with a command capship as wing commander.
I would recommend letting Omega Wing engage all nearby capships and bases in proximity of the repair ships,(run as interference against heavy assets) while the rest of the PX and other volunteers concentrate on enemy fighters and guarding the repair ships. When no heavy enemy assets are nearby, we'll assist in guarding the repair ships and covering their flanks.
Something else I just thought of... We do have a Teamspeak server now guys, I would recommend spending some time setting it up if any of you haven't done so we can all use it for this mission, as it will be MUCH easier to communicate with than typing when in battle against the Doms.
Ohhhh SHAAAT... I just noticed the course path through the Inner Core systems... We will need a HEAVY contingent/fleet to escort two repair ships that far and into what are the MOST DANGEROUS to navigate and very hostile Inner Core systems, namely Sadurn. We'll be encountering Dom'Seteks in Celldra and Pyrddra as well, of which are very hostile and arguably the toughest of the Dom races. I'm putting a call forth for all SA Omega Wing pilots to get your ships ready for this, we'll need to pull out all stops for this mission!
This will be a tough one folks, the sad facts are is that some volunteers for this mission may not make it back.
Ooooooo! Sooooo In!
Gotta get Scout5 taken care of before then...
*removed at OP's request*
is it a good thing for pvp? will missiles finally track?
i've been feeling a lot graphical (i think) lag during pvp even tho my pc is 100x better than my old one and runs other games very smoothly
the lags were kind of like when a group of NPC pops up near you in X-3043, but was experiencing it in pvp every time even in Arena
Diablo, I think you're mixing up CPU/GPU lag (on the client side) and packet loss/connection lag. (via your internet provider)
Even with a fast computer you can still experience packet loss/connection lag, as I've found out when I upgraded my current machine some time ago, which runs Freelancer almost with little to no frameskip at a nice widescreen rez.
Basically, a fast machine helps, but a fat pipe(high bandwidth connection) or being geographically "next to the server" so to speak helps the most in dealing with lag. For most of us, the last two points are usually not an option we can fix. So a fast machine is the usual solution. This is also a BIG reason I'm not real crazy about PvP on the server here, as anyone in Europe already has a distinct "ping" advantage against players from the Americas, which can be a major factor in who wins and who DIES.
I am considering getting a KIller NIC card eventually though, as it's supposed to help things along on that end as it has it's own processor in dealing with network traffic so as to take that load off the CPU.
Alright, I'm concentrating completely on pictures now of which is my focus on my project Xeno Field Guide at the moment, as all the text is written and it will be 14 pages long.(so far haha)
What I don't need are: pictures of the Nomads, Ancient Drones or the Dom'Razak, as they are completed and verified.
Michael, while I thank you greatly for all the Dom'Kavash pictures you've sent so far, do you have any more modeling shots of the newer DK fighters/bomber/motherships? Those are the ones I'm missing of them at the moment... Thanks again for all your help!