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Search results 21-35 of 35.

  • 1. the damage reduction has been changed to 80% now, this needs to be tested2. I see whats your point with bombers etc. but this is a tricky task. In the end we dont want bombers to outclass VHF in small ship vs small ship. Whatever changes are done needs to be done under the premise that bombers are a special class with advantages against cap ships and disadvantages against fighter class ships.I just shared a potential idea that had bigger impact on cap ships than it would have on fighters.3. T…
  • (Quote from Apache)This is my personal point of view after observing how players exploited game mechanics for 18 years meanwhile:If you make it easy for a battleship to kill a fighter then there will be players which park their battleships in certain locations and start shooting other players out of the sky just for the reason that he/she can. If it is possible people will do it. Once it happens people get angry, start crying and leave the server.That is why I proposed to separate fighter gamepl…
  • mpod.jpgdunno if... or when... or how... but this was meant to be short range cap ship anti-fighter swarm missile batteryplaced on top or the sides of a battleship it would kinda look like missile tubes
  • yes, i designed it in a way that damage reduction between ship classes can be different.
  • (Quote from SWAT_OP-R8R)
  • explanation about the ranges:in case of cruiser forward gun the value 4000 is correct and also is correctly done in the gameit is based on the lifetime of the projectile (4 seconds) and its velocity (1000m) -> 4000 rangeThe projectile really travels 4000m.The differences you see is based on the location of the turrets in relation to the HpMount (the docking point) of the ship firing aswell as the difference between impact point and its distance to the HpMount of the attacked ship.On a small figh…
  • yes, bombers will be done for surebut we need to get the balancing for cap ships right nowI have many open questions atm. e.g. the gunboat issue that you just mentioned or the different damage reductions for cruiser and gunboats due to your test against ancients. I am still not sure what the final numbers would have to look like.
  • Ill try to calculate the shield resist values for gunboats and cruisers similar to the one for battleships.Of course these ship types need to be weaker than battleships.... so... dunno yet.The high shield damage of gunboats generally is intended but the burst damage is too high. I think the only way to get around this would be turn these weapons into fast firing beam weapons instead. Need to test that.
  • I added this to my test environment yesterday and its looking pretty good on cap ships but I ran into some issues with the functionality. Need to figure out if there are settings that allow me to use it the way I want.This might be a potential solution to defend battleships can cruisers from fighters.If its not working I might tweek the flak turrets instead.
  • The spinning issue probably never gets fixed entirely due to the way how the game engine works.All I was able to do is to minize the effect.And regarding the buffs (dunno which exactly you mean)... it is not intended to make cap ships overpowered or allow them to easily kill fighters (that simply is not their job).
  • I just released the next update with the following changes:projectile speed of cruiser turrets increased by 50%; turret range remains at the previously mentioned valuesprojectile speed of battleship defense turretes increased by 50%; turret range increased by 50% aswellrotation speed doubled for: battleship defense turrets, cruiser turrets, flak turretsshield damage reduction for cruisers increased to 85%shield damage reduction for gunboats increased to 90%gunboat forward weapons were changed fr…
  • oh, i might need to mention that the changes to the gunboat forward gun have not been tested in any way. dunno how it looks, if it works etc.did not have any time for such tests and fine tuning
  • like i said, fine tuning still needs to be done
  • Based on the feedback so far the rebalancing is going into the right direction and the assumed issues with NPC difficulty might not be such a big issue.Therefore I will take care of the reported detail issues with the weapons and their effects.Probably this weekend a fix can be expected.The issue with the new missile launch pods remain. As a result I decided to maybe turn it into a side mounted launcher for batlteships and dreadnaughts. Some minor redesign might be requird.If that fails I have a…
  • I just released an update dealing with a bunch of detail improvements.the hardpoints of 3 gunboats and one cruiser got realign to be in a better firing position which results in more turrets actually being usefulfiring arcs of several turrets got improved on gunboatsthe liberty gunboat got its mount point changed to fix its position when dockedthe rheinland forward guns no longer are fixed to the sides and are brought in line with the forward guns of the other gunboatsmultiple sound issues got f…