oh, and 3 hours now and still no file, I officially formally despise rapidshare now.

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Ack, good catch - I must've forgotten to change the original tunings or set them to 15 for some strange reason. Corrected.Shadow_Wolf33 wrote:Edit 2: One inconsistency I noticed is in the speed of the Solano vs. the Venti. The Solano is supposedly an 'interceptor' class M4, but is far slower than the Venti. I do realize the Venti is supposed to be a rediculously strong M3, but shouldn't the OTAS Interceptor at least be able to keep pace with it?
A fair enough cop, I suppose. Although part of the problem is that I really want to convey the big gun mystique that's attached to PPCs and the like - them being these huge eff-off guns that fire slow, pack a wallop, and god help you if you're in their firing arc, capital ship or otherwise. Pluis with the increased speeds of M3s and M6s, it's even easier for them to dance around PPC fire, although I suppose in retrospect that quadrupling their speed was a bit overkill. I'll take another stab at the numbers tonight, maybe try just double.Oh, and with the speed increase for the PPC/IBLs up to speeds that are higher than HEPTs. Doesn't that essentially give them the speed required to swat fighters out of the sky? If energy isn't an issue, then what's the point of mounting anything but PPCs all around if they're a one stop kill shop for all classes? I think the heavy cap weapons should be fast enough to hit other caps reasonably well, but too slow to be able to swat faster ships (M6 and smaller) like nothing. Otherwise it completely defeats the purpose of having multiple weapon types on a ship.
Thank you for that, although based on how long it took them to get that done I might stick with Megaupload as my primary and use Filefront and Shadow's server as backup mirrors - gotta' be punctual and all that.TSM wrote:As requested your file is hosted by Filefront aswell, if you need to update your beta overthere pm me on here when you have uploaded and I will sort it for you
That's certainely workable. The one thing I worry about, especially with regards to the HEPT, is that increasing the speed (since it's primarily a fighter-scale gun) might make M4-on-M3 fights a lot more difficult due to the way the power curve's set up, even after optomizing some of the shield loadouts..Shadow_Wolf33 wrote:I have a suggestion for the laser type weapon classifications. Why not set up their speed characteristics according to what sort of target they should be fired against? or near instant in the case of beam stuff, but still...have PRG be the same speed as it is now as sort of a 'chaingun' style weapon for anti-fighter...have HEPT be geared for hitting M3/M6s, CIG/ISR type class geared for fighting M6/M7, and the big cap ship guns geared towards Capital class ships.
I usually try to keep stuff fractional to make calculations and reversals easy to complete. Given the new capital ship speeds you think 666 m/s might be overdoing it?I tweaked your beta release a bit, and I put the speed of PPCs at 475m/s (with the other 3 +/- a bit of speed for a bit of variation), and it seemed a decent speed...could be bumped to 500 maybe 600 without being TOO overpowering. I was able to hit small stuff at 475 but only when they're being idiots and flying straight at me.
Half again sounds like it might work. The way the beam body's set up gives it a pretty good advantage as well (as compared to its Terran sibling, whose rather tiny body makes hitting stuff at max range a pain).I bumped up HEPTs to 650 and it seemed to give them a lot more hitting power against the fighter class ships, without being an insta-sniper cannon.
True, but that's just a matter of getting into Jobs and messing around with some of the strongs or values for equipment selection.Shadow_Wolf33 wrote:Yes but as the beta currently sits, the only way to get those super beam weapons is through a cheat package (that I know of anyway), or spawning them on an equipment dock. That alone means that the players ships alone will be the ONLY ones in the universe capable of being a beam-boat, which is a bit unfair to the poor AI buggers we have to fight.![]()
I don't suppose you've got any links leading to a good specific breakdown of TC OOS, do you? The stuff I'm reading says it's done in 30-second blocks in which each gun fires once, so I don't exactly follow you comment. Although if some of the stories I'm reading are anything to go by capital ships need every bit of help OOS they can get.That plus in terms of OOS combat, there are no misses for ANY weapons, that means if PPCs are set to double damage and fire like a machine gun, they'll obliterate everything in their path.
The Tri-Beam and Plasma Beam are already only a little more damaging than the CIG and ISR (~15% and 10% respectively) but're also more than twice their volumes and're a class heavier in terms of mountability - plus, as noted, their hit rate on anything that's an M3 or lighter's far from 100% thanks to the random beam angling. The one thing that makes them look overpowered is that their one biggest competitor's bullet by default is so slow that it's easy for fighters to dance around them and for capital ships at range to pull dodge maneuvers and avoid a good chunk of the fire.What about having the beam weapons range cut down to roughly 6km (+/- for racial variants), and balance them so that they are a tad higher damage-wise than CIGs? If the draw of a weapon is instant hits and 100% accuracy then I would even venture to say that the overall damage output should be lower, and the benefit of the weapon is in system combat and guaranteed hits instead of having to worry as much about missing your target.
I wouldn't say that they're gutting other weapons to make their role. Think of the FBC, TBC and PBC more as mid-range omnisituational weapons: they can be used against capital ships to deliver concistant and immediete damage, but don't have nearly as much an impact as dedicated capital ship guns in terms of DPS, and they can be switched around to anti-fighter duty, but while possessing a far longer range than the dedicated anti-fighter weapons are prone to frequent misses at range because of the fanning effect, whereas flak weapons are guarenteed hits on fighters because of their area-of-effect munitions. Jacks of all trades, but masters of none.The pewpewlaz0rz are cool and all, but the trick is giving them their own perticular role that doesn't involve having to gut another class of weapon systems to CREATE a role for them.
I don't think you're going to have to worry about PPCs becoming obsolete or inferior to the beam weapons, as they'll still be in the most powerful class of weapons; they won't kill stuff exactly as fast, but that's more to give capital combat a bit longer length, and round-for-round they're going to beat almost anything else senseless.Shadow_Wolf33 wrote:Perhaps the best way for tweaking the beam weapons vs. capital weapons would be to do it almost irrespective of each other? It seems like you're on the same train of thought that I am as far as weapon conclusions go. I'm just being a pain in the arse to make sure the big blue balls of death I enjoy using so much don't get crippled, or made to be the only gun worth equipping somehow.I guess the trick at the end of the day is to still maintain some form of balance across the weapon systems, but hey that's what betas are for, and opinionated goobers like myself.
Turrets with single guns got kicked up to double gun slots as per Geekey's request, though admitably I didn't take into consideration the effects on cargo since for most of the affected were TS' and M6s', who at worst lose another 60 volume from filling out their turrets with HEPTs, their largest mountables. I'll go through and kick up the cargo capacities for affected M7s and the like since those ~25 volume concussion impulse guns can add up fast.Oh, on a side note, when you re-balanced the turrets, did you intend to re-structure the amount of gun slots as well? I noticed on my Panther, the turret slots for the Top and Bottom went up to 8 slots from 4, and on my Hyp. Vanguard the turrets were effectively doubled. I didn't go through and check EVERY ship, but just wanted to verify those changes were intended. I know that using my Panther as a carrier and having to hold missiles for my fighter wings + jump energy + spare guns/shields in case of replacements, the storage on it can run pretty tight. Perhaps if you're going to increase the number of available gun slots in a turret, then an increase to the cargo space for the effected ships would be a good idea.
where did you get that information?lamoyja wrote:I think it'll be fine. AI is super dumb when it comes to using beam weapons. So unless they do super overpowered damage when in the hand of npc's, it shouldn't really matter. [...]
True that, but remember too that even with that many turrets they still don't hold a candle to M1s and 2s due to the limited payloads they can carry - at best they can do concussion impulse generators and ion shard railguns, plus PSGs and flak. And considering that this is the Split we're talking about, having tons of guns tacked on is almost expected..Shadow_Wolf33 wrote:It might be a good idea to limit that somewhat on frigates, as in my opinion probably the only ships that should be roaming around with 8 gun slots on a turret would be the M1/M2 class, just seems a bit out of whack on a M7, especially one that isn't a dedicated gunboat.
I prefer big releases on a weekly basis, I can't see the point of releasing something for every little thing especially when I'm getting feedback about mistakes and whatnot.Oh, have you uploaded any new version of minor changes? or do you save it for a major release type?