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121. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Quote: Torps: yes it has too much max velocity, I'll fix that for next Chaos update - agility, there is still a problem with it as I stated in the first post on this thread, so its not possible to make the slow accelerating missile with out ...
- by Rising Sin - at 2003.09.03 13:36:00
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122. Turret Balancing on Test Server (Chaos) - in Ships and Modules [original thread]
Quote: And I ask again to keep in mind that the Tachyon beam is a extreme long range weapon. If you intend to fight at 20km or below, using a Tachyon would be a waste of capacitor as all that energy goes to its range. There are better altern...
- by Rising Sin - at 2003.09.03 13:26:00
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123. Ah, time for shield hardenrs to be next to useless.. - in Ships and Modules [original thread]
Quote: this next patch is going to be a disaster for PvP. We will be going back to the instagank of old I gotta agree with Raynor here - combat times will be back to the days when the dual 425 was the gun . If TomB is going to keep thes...
- by Rising Sin - at 2003.09.03 07:10:00
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124. New Patch Balancing - in Test Server Feedback [original thread]
Edited by: Rising Sin on 03/09/2003 07:00:53 I like the knockback from the missiles - it's the only thing that really makes them different in a better way than turrets. I guess, reduce the knockback for rockets through heavies, but cruise mi...
- by Rising Sin - at 2003.09.03 06:59:00
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125. I DONT believe it - in Intergalactic Summit [original thread]
The Scope was awesome. Why, oh why must some whiners ruin everything in this game for the rest of us? -- "If they're shooting at you, you know you must be doing something right."
- by Rising Sin - at 2003.09.03 06:15:00
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126. Chaos Module Update + New Module - in Ships and Modules [original thread]
/copied to this topic plus some from another because this one is more relevant *shakes head and sighs at shield hardener nerfs* This was no doubt in response to laser-users complaining about shield hardeners. Does no one understand that reducin...
- by Rising Sin - at 2003.09.03 05:45:00
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127. Battleship boosts - in Ships and Modules [original thread]
Quote: I think the problem here is that the lvl1 battleships have too many low slots. If we lower the amount of dmg mods that can be equipped on them, then their dmg will be equivalent to their price. I was thinking something like this b...
- by Rising Sin - at 2003.09.03 03:33:00
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128. Turret Balancing on Test Server (Chaos) - in Ships and Modules [original thread]
Well, Valeria, you like to use math in your arguments while I like to mix math with my experiences on the test server. If I used named weapons in my tests, my experiences are going to be different from the those of the people in Tranquility when t...
- by Rising Sin - at 2003.09.03 03:23:00
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129. Turret Balancing on Test Server (Chaos) - in Ships and Modules [original thread]
Stop testing with named large guns, they're not available on Tranq yet *sigh* Keep ignoring my comments about shield hardeners, that'll make me feel more validated when everyone screams that battles last too short after it's released on Tranq. ...
- by Rising Sin - at 2003.09.02 23:29:00
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130. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
TomB, still need fixes: 1. Raise damage on torpedoes to 525 and decrease agility a lot and lower their top speed to below cruise missiles' top speed. We've tested and found their agility able enough to hit small fast-moving targets, which doesn...
- by Rising Sin - at 2003.09.02 23:18:00
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131. Turret Balancing on Test Server (Chaos) - in Ships and Modules [original thread]
Edited by: Rising Sin on 02/09/2003 23:20:42 Quote: Lasers have the highest dot in the game by far, and now that they are able to actually put that dot to good use, this is a good idea. Your already a step ahead of all of us Tomb, awsom...
- by Rising Sin - at 2003.09.02 21:41:00
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132. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Sounds about right to me, as long as active defenses includes being able to turn on an MWD and "strafing" away from the missile. -- "If they're shooting at you, you know you must be doing something right."
- by Rising Sin - at 2003.09.01 22:36:00
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133. Battleship boosts - in Ships and Modules [original thread]
Lasers just got changed - they need more grid. Looks like you got your wish. -- "If they're shooting at you, you know you must be doing something right."
- by Rising Sin - at 2003.09.01 22:34:00
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134. Turret Balancing on Test Server (Chaos) - in Ships and Modules [original thread]
Quote: Large Lasers have been increased in powergrid need ... with the shield hardener *nerf* they will once again be more powerful but will not be easy fitted. Arg.... TomB - now every weapon will be able to dish out more damage, not ju...
- by Rising Sin - at 2003.09.01 22:32:00
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135. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Yeah, some good points. Like I said in my other posts, all missiles of all types need 10% more damage (torps possibly more as long as their agility is thrown out the window). 1500 like someone suggested is far too high though. I can imagine 800 at...
- by Rising Sin - at 2003.09.01 13:09:00
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136. Turret Balancing on Test Server (Chaos) - in Ships and Modules [original thread]
Edited by: Rising Sin on 01/09/2003 13:23:47 Quote: Time to continue my popular trend of being unpopular: We wouldn't have you any other way Quote: 1) Hardeners should be reduced to 40% (Tech 1) and scale up to 80% (Tech...
- by Rising Sin - at 2003.09.01 13:02:00
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137. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Quote: Actually, until TomB or someone fixes the Cruise Missile skill, it may be too earlier to play with their damage. I'm sure someone can dig out the formula and see what Cruise Missile 5 is supposed to make the damage on a cruise missile...
- by Rising Sin - at 2003.09.01 03:34:00
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138. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Quote: If you let torpedoes hit your cruiser it's your own fault if you get destroyed in 30 seconds ... Someone hasn't been playing on Chaos where torpedoes move up to 2km/sec Hm, I think 800 damage is a little much for torpedoes, unl...
- by Rising Sin - at 2003.08.31 22:11:00
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139. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Quote: 1500 to 3000 range K, that would mean 4-12 torps killing a battleship (depending on hardeners used and whether you mean 1500 or 3000). In Chaos (with torps moving so quickly), it's way too easy to hit a battleship with 4-12 t...
- by Rising Sin - at 2003.08.31 12:28:00
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140. make rockets very fast/short range but fire more then 1 same time, based on laucher - in Ships and Modules [original thread]
What someone suggested in the missile thread is that ROF of a missile should be based on the volume of the missile and the launcher. Basically, the larger the launcher and smaller the missile, the shorter the ROF is (to the point that multiple mis...
- by Rising Sin - at 2003.08.31 09:55:00
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