![]() |
|
Star Wolves 3D space RPG with deep strategy and tactical elements |
|
Thread Tools | Display Modes |
#11
|
|||
|
|||
![]()
Hmm, I do see the kinetic guns doing decent damage in crowded fights. It's just that they're balanced enough (?) to not do that all the time, unlike lasers.
Have you tried manual targeting + activate "pause when target is destroyed", using lasers? Works especially well against berserks. At the last pause it look like your ship's lasers are firing at all 5 berserks in the pack simultaneously. I think I posted a screenshot a while ago. Haven't tried it with other weapons, not sure if they fire fast enough. The AI doesn't fire like that; usually after destroying a target it seems to pick a new target that requires it to waste time flying past and turning around. Quote:
Like I said, lasers are too strong, and even on hard mode not enough enemies are carrying laser defence. Wait, do you mean every single ship in the game has manual values for things like hp regen? They don't share a base value? Edit: Wait, Aliens use lasers? I thought they used those funky blaster thingies? Their capships do appear to use lasers though but you don't really need to fight those. Well, except maybe that one time. Quote:
- Does pilot have perk? Return dispersion * 0.01 (i.e. reduced 99%) - Else return dispersion * 1 (i.e. unchanged) You're right, this logically shouldn't be a perk (we can think of better things for perks). Do you have any idea if non-gun (i.e. missiles) dispersion also goes through this function? I'm not sure how I can test this. Edit: Looking through perkDispatcher.script shows the effect of the passive perks. Hmm. I suppose missiles simply ignore the dispersion value :/ Edit: ObjectInfo.script has something more on weapons. Apparently for gun dispersion, <.5 is "high accuracy", >0.5 to <1 is medium, and >1 is low. There's a similar section on missile jamming but that's more straightforward. The very first function in that script, CalculateRateOfFire, i don't exactly understand. Code:
function CalculateRateOfFire(recharge_time, rate_of_fire, burst_count) local ck = (burst_count * 60) / (recharge_time + rate_of_fire); return ck; end; Last edited by Trucidation; 06-08-2010 at 01:28 AM. |
|
|