Forums » General
Phaserlight...
Anyone who has played the game long enough knows the ships and weapons aren't balanced completely. The devs know it and most (I can't say all obviously) of us know it. It's something that'll have a huge impact on gameplay. Having a reset before balancing gameplay (be it ships, weapons, engines, or whatever) would be unwise in my opinion.
And you're right, it's up to the devs... but if you take a look at the In Progress page you'd know that it was in fact planned for this update. Incarnate simply forgot or got caught up in other features. I think the main focus of this update was the rewritten network code though.
For what it's worth though, I think part of the balance issues are with the control scheme of the game itself. A mouse-lock feature has proven to be far more responsive for lower agility ships than with the current mouselook controls with all the wobbling. It may very well be the solution to the problem. So you may be right in that respect that ships may not need much tweaking at all. But we'll never know until it's tested.
Anyone who has played the game long enough knows the ships and weapons aren't balanced completely. The devs know it and most (I can't say all obviously) of us know it. It's something that'll have a huge impact on gameplay. Having a reset before balancing gameplay (be it ships, weapons, engines, or whatever) would be unwise in my opinion.
And you're right, it's up to the devs... but if you take a look at the In Progress page you'd know that it was in fact planned for this update. Incarnate simply forgot or got caught up in other features. I think the main focus of this update was the rewritten network code though.
For what it's worth though, I think part of the balance issues are with the control scheme of the game itself. A mouse-lock feature has proven to be far more responsive for lower agility ships than with the current mouselook controls with all the wobbling. It may very well be the solution to the problem. So you may be right in that respect that ships may not need much tweaking at all. But we'll never know until it's tested.
A totally nonexistant, ill-defined feature has proven to be better than what's in the game now? Interesting, I'd like to see the proof.
Yes, I'm still debugging the server. The frequent crashes were not unexpected; I'm going to be working on the server throughout the day to improve stability and performance. The crashes annoy me more than they annoy you, believe me.
I thought most of the major crashing bugs were fixed before the release, but with totally brand new code, users always break it much more throughly than any in-house testing we do would. So I knew this would happen despite our best intentions. I'm just perusing the message board now, waiting for the next crash so I can deploy the next iteration of the server...
Yes, I'm still debugging the server. The frequent crashes were not unexpected; I'm going to be working on the server throughout the day to improve stability and performance. The crashes annoy me more than they annoy you, believe me.
I thought most of the major crashing bugs were fixed before the release, but with totally brand new code, users always break it much more throughly than any in-house testing we do would. So I knew this would happen despite our best intentions. I'm just perusing the message board now, waiting for the next crash so I can deploy the next iteration of the server...
Okay, the server has officially just shat itself. It's constantly crashing, like every 10 seconds.
-Is the flechette too strong?
in my mind NO...
did a few duels with it. It is quite week. It just does too low of damage to do anything. 250 ain't much esp for 6500/10000 armored ships. That basicly means you need 26 direct hits on the vulture with a flechette cannon. Not to mention the flechette has no auto-targetting like the gauss. That does a nice 1200 damage per hit. 6 Gauss hits take out a vulture and see time is very precious in a duel so the gauss will still rock over all.
in my mind NO...
did a few duels with it. It is quite week. It just does too low of damage to do anything. 250 ain't much esp for 6500/10000 armored ships. That basicly means you need 26 direct hits on the vulture with a flechette cannon. Not to mention the flechette has no auto-targetting like the gauss. That does a nice 1200 damage per hit. 6 Gauss hits take out a vulture and see time is very precious in a duel so the gauss will still rock over all.
"Not to mention the flechette has no auto-targetting like the gauss."
I was under the impression that it did have limited autoaim, but the spread is so large it doesn't matter anyway. The little red reticule turns yellow, even when the crosshairs aren't perfectly lined up.
I was under the impression that it did have limited autoaim, but the spread is so large it doesn't matter anyway. The little red reticule turns yellow, even when the crosshairs aren't perfectly lined up.
----------
A totally nonexistant, ill-defined feature has proven to be better than what's in the game now? Interesting, I'd like to see the proof.
----------
a1k0n, play Descent Freespace or Descent Freespace 2 and see what we're talking about for yourself. We NEED this feature.
A totally nonexistant, ill-defined feature has proven to be better than what's in the game now? Interesting, I'd like to see the proof.
----------
a1k0n, play Descent Freespace or Descent Freespace 2 and see what we're talking about for yourself. We NEED this feature.
I'm saying Phaserlight that it does have auto-targeting but definately not as good as the gauss.