You mean... like in X3TC?Lelouch wrote:Why not? Give ATF ships a substantial buff and make them unobtainable. Make the player think twice before provoking them.
Unbalanced Capital Weapons
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you can obtain ATF ships in TC <.<Dantrithor wrote:You mean... like in X3TC?Lelouch wrote:Why not? Give ATF ships a substantial buff and make them unobtainable. Make the player think twice before provoking them.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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Dantrithor wrote:You couldn't until one of the last updates IIRC. For which they were tweaked to reduce their stats.Catra wrote: you can obtain ATF ships in TC <.<
half true
the FIGHTERS you couldn't get unless you used a release day exploit to get them, those were what the last update for TC made available without said exploit.
everything else was fully obtainable from the getgo.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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I CAN confirm the ATF capitals were obtainable in Version 2.5 of X3TC, if that solidifies anyone's arguement.
Basically it boils down to this.
A SINGLE PSP shot Packs WAY more punch than a single PPC shot, but you can fire of more PPC shots in a minute than you can PSP shots.
SO the question is.
"Do i want a fast rate of fire or more punch per hit?"
Basically it boils down to this.
A SINGLE PSP shot Packs WAY more punch than a single PPC shot, but you can fire of more PPC shots in a minute than you can PSP shots.
SO the question is.
"Do i want a fast rate of fire or more punch per hit?"
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There, fixed for you.Dantrithor wrote:You mean... like in X3 Reunion?Lelouch wrote:Why not? Give ATF ships a substantial buff and make them unobtainable. Make the player think twice before provoking them.

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I -did- actually mean X3R, yes, when getting into the then only terran area (staying there, actually) meant insta-death due to the ATF forces there... And there was no boarding there. Sorry for the misunderstanding cause by it.
That's the problem of having played through all the X games... you sometimes mistake what was in which game. 


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Not if you've played them waaayyy too much like I have. 

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The practical truth is that, while the details of flying them and managing their weapons are different, the Terran capital ships with PSPs are still extremely deadly, especially given that they typically have more shields and therefore more staying power. I personallly LIKE that they're different and enjoy jumping into the turret to snipe other ships from long range with an overcharged PSP shot. If there weren't trade-offs for flying the different racial ship types, the game would be a lot less interesting. I often wish there were a bit more of that in the game, TBH.
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Thats not a problem with weapon damage, but balancing issue with the player doing things the AI is unable to deal with.Lelouch wrote:Eye-opening moment? I laugh in their general direction and that's about it. PSPs are way easier to strafe-evade then a constant stream of PPC bullets.Kor'ah wrote:...and the one thing that'll open your eyes is running into a Xenon K that is using PSPs
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well actually the psp is inferior even in a strict npc fight without player interaction.... at least for IS-Fights...
due to the AI's tendency to try for glancing hits on the very outline of an enemy ship, instead of shooting center of mass, a lot of shots miss...
now , what is worse? 2 misses with a PSP or 2 misses with a IBL/PPC ?
nuff said ....
due to the AI's tendency to try for glancing hits on the very outline of an enemy ship, instead of shooting center of mass, a lot of shots miss...
now , what is worse? 2 misses with a PSP or 2 misses with a IBL/PPC ?
nuff said ....
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Sure. But two of my Tyr's getting handed their exhaust ports to them on a plate due to not hitting a lone Q is also an eye-opening moment.Paladin-Solo wrote:Thats not a problem with weapon damage, but balancing issue with the player doing things the AI is unable to deal with.
Please note I do not want the PSP to be changed. It's a very good weapon for OOS fights and also deadly in the player's hand. IS on an AI-controlled ship I find it lacking, but that's okay with me.
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It's particularly not funny when they die because the Q flew between them and the PSP hit each other.
I'd actually increase the speed the shot travels by a few percent.
I'd actually increase the speed the shot travels by a few percent.
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IMO if the firing logic was fixed (IE: make it shoot the centre of the ship, not that tiny sliver of hull you have no chance of hitting) then a large majority of the issues with the AI ships failing to hit would be solved.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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Again though, its not the actual weapon thats failing here but the AI, the weapon is fine, the AI that fires them, not so much.Lelouch wrote:Sure. But two of my Tyr's getting handed their exhaust ports to them on a plate due to not hitting a lone Q is also an eye-opening moment.Paladin-Solo wrote:Thats not a problem with weapon damage, but balancing issue with the player doing things the AI is unable to deal with.
Please note I do not want the PSP to be changed. It's a very good weapon for OOS fights and also deadly in the player's hand. IS on an AI-controlled ship I find it lacking, but that's okay with me.
I almost always increase the speed on PSP shots by quite a bit in my games though because of how poorly the AI uses them.