Gavinfoxx wrote:So what would you guys say would be good boosts for the various ships? Lets say we are talking about the version that doesnt use mass of the upgrades...
You can boost anything you like via RF, but you maybe need to rebuy your ship since all of them have a storage in your savegame holding nearly all specs from units.csv. Popular is shield and reactor level, but I also can think of heavier or more gun mounts, adding a turret, adding more upgrade space or more cargo space (to represent smaller parts). The possibilities are nearly infinite.
Gavinfoxx wrote:And is the Kuhkri supposed to have two guns on the wingtips? Is the improvement the simple fact that the outer guns are angled inwards a little? What are the gun improvements between the Gladius and the Kuhkri?
The Kuhkri
has two guns on the wingtips, I recently tested this. I don't know the differences between the two ships exactly. The Kukhri is supposed to hold more guns and better shields/reactors and have a better speed, in exchange for a lower cargo space? I don't know exactly, but it is supposed to be better anyway. I never noticed the inward angle before, but something like that can be a real advantage! But overall, as I said, there is currently no PU faq, despite of it is desperatly necessary IMHO.
huzelbub wrote:You could solve this again by just raising upgrade space in RF. To stay with the Orion, without ZR you can mount shield and reactor up to level 5 and at the same time every other upgrade you wish without worrying about space. With ZR you would be able to do the same (level 5 AND other upgrades), however if you decide to go for level 7 or 8 there is little to no room for other equipment left, so you will most likely go for the smaller ones depending on your additional needs. When you reach RF with ZR, cargo space could be raised so that shield and reactor level 7 would fit together with additional stuff.
Yup, this is quite an advantage with ZR. You don't have to write complicated tech boosts, just make the equipment space higher and gain 90% of the advantages you want.
Zool wrote:I could do a small firsl level rebalance using my ideas and then when RF kicks in allow a second level rebalance for but for all the ships. How's that sound?
Sounds good.
Zool wrote:My thought exactly, thanks to Dilloh I now have a pretty good idea how to do this.
That was huzelbub...
Zool wrote:@ Dilloh, I did what you suggested, (sold and re-buy Fireblade), and now have the correct one. It's great, just one thing though, when firing the HK's, energy drains fairly fast. When firing the HK's AND using AB's in combat, energy is gone in the blink of an eye. Although the recharge is reasonable, it still took quite a long time to waste one Dralthi and the other 3 (at that particular time) ended up getting me anyway by slow attrition. I spent a whole afternoon doing missions and picking fights with friendlies of all shapes and sizes. What better way to fully test it out, I say? Wow, the only 2 times I have been blown away more times was exploring Gamma in the Priv campaign, when all those Dralthi ambush you and the last big battle in RF. I couldn't even consider using it as a cap ship killer. When you ran out of torpedos you could not get a sustained enough burst from your guns to do any worthwhile damage because you would need to be on your AB's a lot.
Are many of you guys/girls flying a Fireblade on regular missions or even on campaign?? Is anyone else finding similar difficulties?? Or am I just a crap pilot??.....lol Very Happy
The Fireblade IS crap... Look at the description, I designed it to be a cowards' ship, just run away with it. I filled the gap of a missing combat role: distract the enemy. I'm currently scripting the Fireblade campaign and have a mission in where 4 Fireblades assault 6 Raptors... Hell, those raptors are toast! I think the Fireblade is best kept in AI hands for the templates have infinitive afterburner energy. But for players purposes, I already rebalanced its guns to give 50% more damage and would like to keep this, just to make sure we don't have another godship out there. Its major advantage is the cloak, which makes it a good ship for patrols, cleansweeps (just sit and watch how your allies take out your foes) and maybe even cargo/smuggling. For a RF rebalance, I suggest raising the upgrade space from 0 to 1, offering the possibility to mount autotrackers. Oh, and the energy is meant to deplete really fast... hit and run.
A propos campaign, I'd really appreciate some feedback on my
Troy campaign since I'm currently scripting and scripting the follow-up campaigns...