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Posted: Wed Apr 14, 2010 8:44 pm
by NightRychune
Obviously all faction models should be changed to sizable cubes and spheres that can be easily hit from any angle by anyone who can point and click, and the only difference between them should be that they have different colors based on the faction someone is flying.

Posted: Wed Apr 14, 2010 8:54 pm
by Icky
We should also re-include lead indicators for all ships and factions to eliminate discrimination based on hours played.

Damn you time-ist bastards! Favoring those who have no life is fundamentally unfair!

Posted: Wed Apr 14, 2010 9:33 pm
by Rand0m_Numb3r
OH problems I found...

Why can I research "SRM Seismic" but not mount it on ANYTHING?

And is there a reason you made figbees have a ridiculous amount of ammo?


Other than that I see no problems that need attention before play.

Posted: Wed Apr 14, 2010 9:37 pm
by Xeretov
Random wrote:QUOTE (Random @ Apr 14 2010, 05:33 PM) Why can I research "SRM Seismic" but not mount it on ANYTHING?
Just something that got missed. There's a few items in Shipyard that are like this too.

Figbee ammo is standard (plus faction bonus). The issue is that none of the other figbees use an ammo weapon to kill bases. :P

Both of these are on the list to fix for the next release.

Posted: Thu Apr 15, 2010 4:45 am
by Rand0m_Numb3r
This is not the first time SRM seismic has been forgotten! (noir broke something iirc)

Clearly you need someone who hates rocks more on the CC team.

Posted: Thu Apr 15, 2010 11:33 am
by Koln
Random wrote:QUOTE (Random @ Apr 15 2010, 06:45 AM) This is not the first time SRM seismic has been forgotten! (noir broke something iirc)

Clearly you need someone who hates rocks more on the CC team.
Who needs seismic while you can blow the rocks with the dual sky rip on the adv dest :P .

Btw new TF models are so cool :cool: but they now don't fit with the pinky others :lol: .

Posted: Thu Apr 15, 2010 3:00 pm
by Raveen
So why was Rama's scout used? I only ask out of interest given that people mentioned it was too flat a long long time ago?

Is this a new balancing feature designed to boost TFs early game? Or something else I'm missing? If you were still testing I'd suggest testing thin/small models on GPZ/Planet (whichever gives highest lag) before adding them (yes, I should have beta tested myself and that's my bad).

Posted: Thu Apr 15, 2010 3:12 pm
by spideycw
Raveen wrote:QUOTE (Raveen @ Apr 15 2010, 11:00 AM) So why was Rama's scout used? I only ask out of interest given that people mentioned it was too flat a long long time ago?

Is this a new balancing feature designed to boost TFs early game? Or something else I'm missing? If you were still testing I'd suggest testing thin/small models on GPZ/Planet (whichever gives highest lag) before adding them (yes, I should have beta tested myself and that's my bad).
I liked the look and the majority of people I spoke to were in agreement as well. Size can be adjusted.

Should be happy they have some other ships you can hit now as well and aren't as uber (int).

Posted: Thu Apr 15, 2010 3:18 pm
by Malicious Wraith
I love Omicron Hive. Never nerf it so I can kill babies with it.

Posted: Thu Apr 15, 2010 6:19 pm
by raingriffin
Hm i am going to post once since a while: I've finally had the chance to get online again (my laptop is fried and in this time of crisis i can't afford a new comp to play much, so i rely on lent time by my bro's pad and back home). I've glad to see some of my work made it through, i hope you guys also liked it. I also hope the overall efficiency of their gumounts is interesting to handle.
I made them a bit wide and off axle to give them a twist.

I am sincerely interested in knowing how you think they handle, since i had no real feedback back when i made them into a bundle.

I've been reading some comments, more or less to the point (as usual the thread tends to barge into personal issues within the contenders) and am glad nothing has really shone as a terrible fault so far.

On a personal basis, i think the ramascout is a decent eye candy, if we don't take into account the terrible stretch given by the incredible sharpness of the head line. I am a little surprised to find it was taken as a first choice because during testing it gave me the impression to be a very tough bones to gnaw, especially if the pilot's good and rolls: after all you can only hit it well from over or under. a simple roll can really save your ass a dozen times on a ship like this.
Add to that the opening style of TF, with those assault wings flying in swarms... And they also have double gats, no spread... well, it's just my two cents but as a feature it really makes it a bit harder to defend against them, especially if the pilots are decent.
As for further balancing, i've been reading the thread dracus prime posted about GT. In there it was said that the devs can change the scaling by radius, but in this case, trying to do that will result in an overly long ship and only a small change in height (from the front, chich is the important view in this case).

The hitbox should otherwise work pretty well, it didn't register any inconsistancy last time i checked, which is the important part about hitboxes, other than being decently fitting.

Enjoy guys.