Ship and Combat balance?

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17 years 10 months ago #16015 by Shingen
Replied by Shingen on topic Ship and Combat balance?
I actually did use the (150,150,450) accel values and set the above class of ships at or near that accel rates. Patcoms had around 475 thrust and 75 laterals. Now that was fun to play. =D

{EDIT}

As a side note, the 9999 and 7999 set speeds for the Tug and SnRV (respectively), work great with the above settings. Freighters have enough power to thrusters to stay in formation, and/or avoid hostile encounters.

6-pod SnRV freighter (35,35, 250)

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17 years 10 months ago #16019 by JT
Replied by JT on topic Ship and Combat balance?
Shingen, I'm gonna throw in your tweaks and see how they play out.

Again tangential to the immediate subject at hand, is there any reason why similar weapons aren't linked in Torn Stars? It's kinda strange to have to fire one particle beam cannon and then cycle weapons to fire the next.

Also, is there a way to manually override the fire controls via POG so we can shoot weapons more effectively than just one weapon type at a time? I'm picturing an old Mechwarrior 2 style where once you release the trigger, the game automatically cycles to your next gun; you can assign weapons to groups to fire multiple guns (even different kinds of guns!) all at the same time; and you can manually trigger any/all groups at any given time by pressing a hotkey (e.g., if I want to make an alpha strike, I could hit Ctrl+1,Ctrl+2,Ctrl+3 to fire all of my guns in rapid succession). Of course, the AI wouldn't have this capability, at least not without some script finagling.

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This is a public service announcement: Please look through all six degrees of freedom before crossing the L-point.

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Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.

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17 years 10 months ago #16020 by GrandpaTrout
It is just the opposite in EoC. The AI can fire all weapons in rapid succession. The player is totally cripped. We have not been able to get weapon links to work in EoC from POG. It seems to have been hard coded as part of the loadout package and we cannot replicate the functionality. We also cannot fire weapons from POG.

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17 years 10 months ago #16022 by Shingen
Replied by Shingen on topic Ship and Combat balance?
Lame. That sucks.

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17 years 10 months ago #16024 by GrandpaTrout
Yeah. No shortage of hours have been spent trying to get it to work as well. EricMan64 put in a bunch of effort when he built his loadout package.

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17 years 10 months ago #16027 by Shingen
Replied by Shingen on topic Ship and Combat balance?

Posted by cambragol:
Well, to be fair, the tug is not a combat escort craft. It is a tug, that is also used as a low end option for escort craft.

I just read this and it just didn't click.

If I remember right, that first tug in Act1 of EoC, had to be used as a combat craft. It was it's only function.

Fly to L-Point A, wait for target, engage escorts, free pods, call in JAFS for pickup, escort back to base. Rinse and repeat. What other use did it have?

What other use does a tug have in U.S.?

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