Try taking a look at the faction before spouting random crap. The hvy int has 2, yes TWO miniguns. Not as overpowered as 3 with no spread, or 4 gatt guns with no spread.girlyboy wrote:QUOTE (girlyboy @ Jun 3 2009, 03:01 AM) Gasp! This will let noobs aim! This overpowered faction obviously needs to be nerfed right away! Yes, before it even exists. (See: current TF lead indicator debate.)
Omicron Hive for dummies
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@Quia: Texture looks pretty cool. Very organic. Maybe the barrel itself could use fewer circle-patterns and something different for detail? (I say, possessing no knowledge or experience in texturing models whatsoever. Sorry!
)
@Adam4: I was not being entirely serious in my statement.
@Adam4: I was not being entirely serious in my statement.
Last edited by Makida on Wed Jun 03, 2009 2:09 pm, edited 1 time in total.
We can't repeat it often enough:juckto wrote:QUOTE (juckto @ Sep 7 2008, 01:57 AM) Adv ships have lead indicators
Danger!
Don't forget that you have to balance the faction twice :
1 "int" + gunner is equal to 2 ints of other factions.
1 int without gunner should be weaker as as 1 int (or equal on worst case...)
I have a johnson photo in my profile since 2010.
Upgrading the Mu turret changes it from DM02 to DM11?
DM02
1.00 LtHull
0.75 MedHull & Heavy hull
0.50 Shields, Utility & Extra Heavy hull
0.50 Lt Base Hull
0.50 Lt Base Shield
DM11
1.00 LtHull
0.85 MedHull +0.10
0.75 Shields +0.25
0.50 Heavy hull -0.25
0.25 Extra Heavy hull -0.25
0.25 Lt Base Hull -0.25
0.75 Lt Base Shield +0.25
DM02
1.00 LtHull
0.75 MedHull & Heavy hull
0.50 Shields, Utility & Extra Heavy hull
0.50 Lt Base Hull
0.50 Lt Base Shield
DM11
1.00 LtHull
0.85 MedHull +0.10
0.75 Shields +0.25
0.50 Heavy hull -0.25
0.25 Extra Heavy hull -0.25
0.25 Lt Base Hull -0.25
0.75 Lt Base Shield +0.25
I'm back from my hiatus...Weylin wrote:QUOTE (Weylin @ Jun 10 2009, 06:50 PM) Upgrading the Mu turret changes it from DM02 to DM11?
DM02
1.00 LtHull
0.75 MedHull & Heavy hull
0.50 Shields, Utility & Extra Heavy hull
0.50 Lt Base Hull
0.50 Lt Base Shield
DM11
1.00 LtHull
0.85 MedHull +0.10
0.75 Shields +0.25
0.50 Heavy hull -0.25
0.25 Extra Heavy hull -0.25
0.25 Lt Base Hull -0.25
0.75 Lt Base Shield +0.25
I did the change in damage type upgrade to try and balance the starting scout. I couldn't have a basic scout ripping up bombers and miners (both have med hull) with a "AC" class weapon at the start. So I gave it a "Gattling gun" class weapon. It has two gattling guns at the start, but after you get the techbase for turret upgrades, you get a miniac type weapon for the turret. Easiest way to balance it that I could think of while keeping a sequential DPS upgrade through the 3 levels.

To Punish and Enslave...
I'm still confused as to how you balance this sort of thing so that 2 pilots in a turreted ship are capable of podding two normal ships attacking them 2v2.
Two separate pilots have the advantage of
being in two different spots (Not always where you would be most the useful)
having there own full set of weaponry
there own hull and shields
ability to attack the ship from a more vulnerable side while it's busy with the other.
O.H. ship with a turret would have the advantage of
more easily focusing there firepower. (net damage output less than two separate ships)
being in the same place at the same time. (so they both die at the same time too?)
turret able to hit enemys from further away (which doesn't mean squat when an interceptor is boosting at you at 300+mps)
turret able to hit an enemy target regardless of the main ships orientation... ie... boosting away (And I bet that single 75% gun will really lay on the hurt
)
turret not hassling with gunmount orientation, and just blasting the @#(! out of them (But it flashes in your god damn face)
turret able to fire on a target while ripcording
I'm probably stating the obvious here, and looking like an idiot for posting in the omicron hive topic again, but... from what I gather, these ships, on there own would be like 70~% of a normal single pilot ship, and only being 135~% of a normal ship with a turret gunner. Just estimates, but it feels that way.
6 gats and dumbfires or seekers flying in from two different directions vs your 2 gatlings, a single, sorta better than gat turret, and mediocre missiles.
Two separate pilots have the advantage of
being in two different spots (Not always where you would be most the useful)
having there own full set of weaponry
there own hull and shields
ability to attack the ship from a more vulnerable side while it's busy with the other.
O.H. ship with a turret would have the advantage of
more easily focusing there firepower. (net damage output less than two separate ships)
being in the same place at the same time. (so they both die at the same time too?)
turret able to hit enemys from further away (which doesn't mean squat when an interceptor is boosting at you at 300+mps)
turret able to hit an enemy target regardless of the main ships orientation... ie... boosting away (And I bet that single 75% gun will really lay on the hurt
turret not hassling with gunmount orientation, and just blasting the @#(! out of them (But it flashes in your god damn face)
turret able to fire on a target while ripcording
I'm probably stating the obvious here, and looking like an idiot for posting in the omicron hive topic again, but... from what I gather, these ships, on there own would be like 70~% of a normal single pilot ship, and only being 135~% of a normal ship with a turret gunner. Just estimates, but it feels that way.
6 gats and dumbfires or seekers flying in from two different directions vs your 2 gatlings, a single, sorta better than gat turret, and mediocre missiles.
Last edited by Weylin on Thu Jul 09, 2009 8:23 am, edited 1 time in total.