Wyldefyre_CP Posted May 18, 2024 Share Posted May 18, 2024 On this iteration of the game, I'm busily crafting and then equipping my newest ship to the fold, the Gemini Interceptor ... I'm stoked as I see the payload is 15, so I've calculated I can arm it with 2 fusion torpedoes and then 2 Gauss cannons., making it more effective than my Phantoms. 5+5+2+2 = 14 Payload, which I couldn't do with the Phantoms since they had the 13 Payload limit. So it was a rather sad situation when I heard the 'brrrp!' error and realized I had a hardpoint issue. While the bump up from Angel to Phantom feels like a solid reward, the move from Phantom to Gemini feels ... much less. As we're still saddled with the same restrictive 4 hardpoints, bumping the payload up to 15 seems hardly worthwhile. It already comes with 20 armor, doesn't need anymore fuel than it already has, either, and neither of those attachments would seem like a reason to bother with increasing the payload, as even with a Laser Lance I wouldn't go over the 13 Payload threshold of the Phantom. My argument would be to bring the hardpoint total for the Gemini to 6. $1,200,000 is a rather fantastical sum to shell out for her. I'd hope to be able to equip her better than the $800,000 Phantom. 1 Quote Link to comment Share on other sites More sharing options...
Rakiii Posted May 20, 2024 Share Posted May 20, 2024 (edited) It´s a balance factor but I wouldn´t mind changing hard point limit a bit. I would go with 3 - 4 - 5 (angel > phantom > gemini) and lessen the gap in power among them. It means nerf Phantom and Gemini in other parametres and differ them more. On the other hand I would reduce upkeep cost of basic jet to 50k (from 100k) I like more variety so I would like Phantom being faster and more agile with limited payload / hard point compared to Gemini being more bomber type of craft (slower, less agile with better armor and payload/hard point limit). Edited May 20, 2024 by Rakiii Quote Link to comment Share on other sites More sharing options...
Wyldefyre_CP Posted May 21, 2024 Author Share Posted May 21, 2024 3 - 4 - 5 actually would work fine for me ... it'd give you fresh options out the gate for the Angel and still give me useful options on the Gemini . Or another option would be to mix up the hard mount values on some of the weaponry. Make some of the light cannons require just one hard mount. Make some of the heavy torpedoes require 2 hard mounts. Missiles that split up into multiple mini missiles when fired. Cannons with ranges other than just 3 and 6. Variety is the spice of life. 1 Quote Link to comment Share on other sites More sharing options...
vaBchRog Posted May 21, 2024 Share Posted May 21, 2024 Most 1999 fighters had cannons which did not require a hard point and could carry at least 4 missiles. Quote Link to comment Share on other sites More sharing options...
ih8california Posted June 7, 2024 Share Posted June 7, 2024 I brought this topic up in the X2 discord and am in complete agreement, the increase weight capacity is kind of worthless because you are limited on hardpoints. Also, I think the 3-4-5 seems a bit odd, given the hard-point cost of various items, I would prefer 4-4-6 (even if it means slightly increasing the cost of gemini, but its already very expensive so I think it is fine), however, if it were to be 3-4-5, I think the angel needs a reduction in cost. Quote Link to comment Share on other sites More sharing options...
Chris Posted June 7, 2024 Share Posted June 7, 2024 Yeah, the problem is that (for now at least) the hardpoint number is a UI limit - there's no way to display more than four weapons in the UI, and cannons / lances are balanced to assume you can have fewer of them than missiles / torpedoes. Quote Link to comment Share on other sites More sharing options...
ih8california Posted June 7, 2024 Share Posted June 7, 2024 (edited) Chris, are you talking about weapon slots or hardpoint values for each weapon type? My point was to increase the available hardpoints (not physical weapon slots) on geminis or am I misunderstanding how that works? And if no to the increase hardpoints, could we at least get a reduction in evasive roll cooldown for the gemini? Edited June 7, 2024 by ih8california 1 Quote Link to comment Share on other sites More sharing options...
Chris Posted June 7, 2024 Share Posted June 7, 2024 1 hour ago, ih8california said: Chris, are you talking about weapon slots or hardpoint values for each weapon type? My point was to increase the available hardpoints (not physical weapon slots) on geminis or am I misunderstanding how that works? And if no to the increase hardpoints, could we at least get a reduction in evasive roll cooldown for the gemini? Yeah, it's confusing. I was talking about the hardpoint limit (4) on each plane. That's a reflection of the size of the weapon grid for each aircraft in the Air Combat UI (in the stats area for each plane on the right). Adding more equipment slots would be possible, although you might run into issues with not having enough horizontal space to fit them all in on the Aircraft screen. And if you're limited to an absolute maximum of 4 weapons, a fifth equipment slot might not be very useful. Yes, making the Gemini better at evasive roll is something we're looking at. Quote Link to comment Share on other sites More sharing options...
ih8california Posted June 7, 2024 Share Posted June 7, 2024 Oh i see what you are talking about now. Yeah in that case, better evasive roll would be a welcomed buff. Quote Link to comment Share on other sites More sharing options...
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