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Posted: Sun Jan 23, 2011 9:13 pm
by the.ynik
Adept wrote:QUOTE (Adept @ Jan 23 2011, 08:36 PM) btw ynik, for some reason the mass of fuel and ammo isn't actually enabled. Maybe MS never got it to work right. The mass of the ship doesn't change as you spend fuel and ammo. Ejecting out your guns and counters does help in running away though, that's 3 tons (or 4 on a heavy), and since the hull weight of an int is just 20 tons the difference is quite significant.
Yes I noticed that with the fuel/ammo.
If you want to calculate with the actual masses, also don't forget the booster (weights 2).
So for an hvy int, that's 22vs.26 instead of 16vs.20, which leads to quite a different ratio.

Posted: Sun Jan 23, 2011 9:43 pm
by Adept
the.ynik wrote:QUOTE (the.ynik @ Jan 23 2011, 11:13 PM) Yes I noticed that with the fuel/ammo.
If you want to calculate with the actual masses, also don't forget the booster (weights 2).
So for an hvy int, that's 22vs.26 instead of 16vs.20, which leads to quite a different ratio.
Knew I wrote that too fast.

Posted: Sun Jan 23, 2011 11:40 pm
by Spunkmeyer
Vanaka wrote:QUOTE (Vanaka @ Jan 22 2011, 02:40 PM) Pulse probes: breaking it into two techs is a decent attempt but doesn't really change much.

My idea for PPs: Aren't PPs are meant to give ints a fighting chance against SFs? So make them do only that: make their scan range approximately the same as Hunter 1-2 range. you really shouldn't be able to find SB's halfway across the sector with them, thats a job for a scout (a heavy scout, preferably).
Well, first, although completely unrelated, heavy scouts are the ultimate cheese against tac and one of the reasons why tac is neutered right now. Just wanted to get that off my chest. :D

Now...to spot an SF with sig3 and Hunters mounted at 1500, the int WILL need 4500 scan range. I've been on the receiving end of many 5K PPs from ints, and they are never really much of a threat, just enough of an annoyance that I can't just randomly sit and click, and gives the int a chance to escape, or me to get raped if there are other enemies in the sector.

If you reduce PP range AT ALL, it's pretty worthless against SFs. That's what PP1 is now...completely worthless for hunting sfs.

Posted: Sun Jan 23, 2011 11:55 pm
by Gandalf2
I think something needs to be done about pps and there are so many different views on this. The change implemented is relatively minor so it's a good one in my book, if it works then great, if it doesn't then they'll be some real in-game experiences to draw from rather than just 11-page threads of various people's theories.

@Vanaka, pps are more than for finding sfs/sbs, they let ints find miners, camp alephs, deprobe etc. all without scout support (especially if there's a few ints together, they all gain from each pp dropped by anyone).

Posted: Mon Jan 24, 2011 8:23 am
by DasSmiter
In my fantasy allegiance world PP is removed entirely and sfs gain some general increase in sig

Posted: Mon Jan 24, 2011 8:36 am
by Adept
DasSmiter wrote:QUOTE (DasSmiter @ Jan 24 2011, 10:23 AM) In my fantasy allegiance world PP is removed entirely and sfs gain some general increase in sig
It's a pretty nice fantasy.

Posted: Mon Jan 24, 2011 5:27 pm
by Shizoku
Well that's reassuring to hear from you two.

Posted: Mon Jan 24, 2011 6:17 pm
by Icky
Adept wrote:QUOTE (Adept @ Jan 24 2011, 03:36 AM) It's a pretty nice fantasy.
TOO SOON!

Posted: Mon Jan 24, 2011 6:35 pm
by DasSmiter
cc_11b changelog posted. Has the HK changes and should fix the issues with pp1 being at the bottom of the menu (as well as pp2 showing up in adv exp when not having bought pp1 yet)

Posted: Mon Jan 24, 2011 7:15 pm
by Shizoku
For the amount of speed that dreg has, the current int model is too thin.