MrAlex Posted January 14, 2021 Share Posted January 14, 2021 Correct the range of the missiles. They should be medium range between the gun and the torpedoes. At the moment, the range of the cannon 3, the range of the torpedo 7, the range of the missile 3 (must be increased to 5) Quote Link to comment Share on other sites More sharing options...
MrAlex Posted January 16, 2021 Author Share Posted January 16, 2021 That's how it used to be. Missiles deal less damage than torpedoes and had higher speeds, but could instead be carried more. Thus, the maximum damage of the fighter was not reduced. Now the use of missiles reduces the maximum damage by 2 times. Quote Link to comment Share on other sites More sharing options...
MrAlex Posted January 19, 2021 Author Share Posted January 19, 2021 I see it something like this: Ordinary Cannons: Range 3 Ordinary missiles: Range 4 Ordinary Torpedoes: Range 6 Accelerated cannons: Range 3.5 Allenium Missiles: Range 4.5 Allenium Torpedoes: Range 6.5 Laser canons: Range 4 Improved Allenium Missiles: 5 Improved Allenium Torpedoes: 7 Plasma canons: Range 4.5 Fusion Missiles: Range 5.5 Fusion Torpedoes: Range 7.5 Lock time for missiles should be reduced. It is desirable to reduce the damage of all missiles and torpedoes by 2-3 times and increasing the capacity. Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted January 19, 2021 Share Posted January 19, 2021 You forgett something the Gauss Cannon and other things which base on Gauss-Technology. Quote Link to comment Share on other sites More sharing options...
MrAlex Posted January 19, 2021 Author Share Posted January 19, 2021 8 minutes ago, Alienkiller said: You forgett something the Gauss Cannon I have not forgotten, I consider it unnecessary. Enough 4 types, two kinetic and two thermal. Gauss is about the same as a laser, it doesn't fit at all. Quote Link to comment Share on other sites More sharing options...
MrAlex Posted January 24, 2021 Author Share Posted January 24, 2021 I feel cheated after such a research Quote Link to comment Share on other sites More sharing options...
Chris Posted January 25, 2021 Share Posted January 25, 2021 Yeah, the air combat still needs balancing. I've been trying to find time to do it but all the other bugfixes have been keeping me busy. There's a few relatively simple changes to the air combat mechanics I'm going to be outlining shortly that will affect this stuff, so keep hold of these thoughts until then. Some of your ideas might change when I explain the updated damage mechanics in particular. Quote Link to comment Share on other sites More sharing options...
MrAlex Posted January 31, 2021 Author Share Posted January 31, 2021 On 1/25/2021 at 6:38 PM, Chris said: Yeah, the air combat still needs balancing. I suggest discussing possible changes HERE Quote Link to comment Share on other sites More sharing options...
MrAlex Posted February 11, 2021 Author Share Posted February 11, 2021 Missile range is even shorter than Cannon's range. Which makes them useless against fighters (the only opponent where they can bring at least some benefit) Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted February 11, 2021 Share Posted February 11, 2021 (edited) Later you upgrade your Missles with longer Range (say to the beginning Torpedorange or 3/4 of that), because the Sidwinders (dosent matter which Explosion head they have [Standard or Alenium] are like Cannons Short Range Weapons. There you can´t do anything at the beginning, only later with R & D. But not all 1/3 beginning R & D´s are in for now, so maybe it get like the Cannon an light beginning Upgrade too. Like in the Predecessor they are short Range Missles, means they have on beginning a little bit more Range than the Standard-Cannons. And the Devs do it correctly, because the upgraded Ballistics have to improve the Aircraft-Cannon a little bit. And it´s done. That´s very good and give the Fighter an better ability to go in Dogfight if his Rockets are gone and can survive. Edited February 11, 2021 by Alienkiller Quote Link to comment Share on other sites More sharing options...
MrAlex Posted February 11, 2021 Author Share Posted February 11, 2021 (edited) At present, the range of missiles and heavy missiles is fixed. It does not depend on the development of the player's technology. All types of missiles now have a range of 3 (which makes them completely useless) That's why I'm promoting this topic to draw the attention of developers to this problem. They have to make a fixed range of 5, or something like what I suggested (ranging from 4 to 5.5) Edited February 11, 2021 by MrAlex Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted February 11, 2021 Share Posted February 11, 2021 Heavy Missles have to be like they be, with the light ones we can talk. Quote Link to comment Share on other sites More sharing options...
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