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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 06-07-2010, 01:54 PM
Trucidation
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Wait, I thought someone mentioned somewhere that particle accelerators were considered to inflict laser damage and thus affected by the %laser resist? No? Crap, in that case they need to be toned down as well. My main problem with those is that they basically hit/miss upon firing; there's no projectile travel time. I'm fine with plasmas, you can see them miss (even expert gunner pilots miss fairly often). Kinetics are just about right, but I think their gimped range also helps. I agree, weapon power overall just increases too much compared to shields/armor.

Homing on missiles is a factor but I made sure most of my modded missiles have low antijam rating, you can see enemies use AMS against them with great effect. Right now I'm not too worried about them. And, same, i also prioritise antimissile defense & shields.

I'd prefer shields to prevent recurring damage more rather than just absorb the bulk of the initial attack. Sure, it'll make enemies more annoying, but look at it from their point of view: our handful of pilots basically shoot down hundreds of them by the end of the game.

Plus you can always harvest exp on those weak pirates (I pity them...), go cache hunting, or shoot up warehouses, lol.
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  #2  
Old 06-07-2010, 03:20 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
Wait, I thought someone mentioned somewhere that particle accelerators were considered to inflict laser damage and thus affected by the %laser resist? No? Crap, in that case they need to be toned down as well.
Particle accelerators deliver LASER damage.
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  #3  
Old 06-07-2010, 04:08 PM
Trucidation
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So it's true.

That said, more ships need to be equipped with antilasers. Even on hard mode my test fighter with Rage lasers is shredding everything apart, ugh.

Do you know how dispersion works? In the scripts (well at least in Rockets.xml) i see the values are normally quite low (0.5 - 1 average). I tried using wildly large values (10, 30) but didn't really notice any difference. The homing properties of the missiles may be throwing me off though.
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  #4  
Old 06-07-2010, 04:58 PM
Goblin Wizard Goblin Wizard is offline
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I don't know the exact dispersion formula but afaik:1 - maximum dispersion, 0 - no dispersion. Probably all more than 1 is considered 1. E.g. function called by "Cannon Adjustment" perk.

Code:
function ModifyGunDispersion(pilot, gunDispersion)
	local modifiedGunDispersion = gunDispersion;

	local amplifier = 1;

	if pilot:HavePerk("Gun_Dispersion")
	then
		amplifier = amplifier - .99;
	end;

	modifiedGunDispersion = modifiedGunDispersion * amplifier;

	return modifiedGunDispersion;
end;
This perk simply reduces dispersion by 99%. It doesn't improve accuracy when the target has significant angular velocity but bullets are not sprayed all over the sky.
Imo this perk has no sense to me. Pilot can improve his accuracy - ok. Pilot magically controlling gun parameters - no. It should be a system which does this or one time (for each gun) buyable improvement (gunsmith or something).
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  #5  
Old 06-07-2010, 06:20 PM
sidius sidius is offline
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with all these opinions, you just want a bunch of rookie pirates in hammerheads to kick your ass..

everything that has dispersion higher than 0 CAN miss, depends on pilot. how do you want to miss with all those perks? 30% accuracy+10% damage from weapon specialization, up to 95% more accuracy from Gunner skill, + Ternie has even cannon adjustment, count critical hits to it and your pilot is deadly even with crappiest weapon in the end of the game.

LASER damage is so heavy and so accurate because you can mitigate up to 80% of it (which is very nice considering at least 2 of enemies you HAVE TO fight uses lasers - berserkers and aliens).
and, depending on storyline you choose, you can eventually end up ALONE agains all SAM's berserker hordes and several Chimeras, and that is hell of a massacre..

increasing HP/shield regen of fighters would be nice, but who would possibly want to do that? I mean there is some 150 of them (at least)
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  #6  
Old 06-07-2010, 08:01 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by sidius View Post
everything that has dispersion higher than 0 CAN miss, depends on pilot. how do you want to miss with all those perks?
Dispersion and accuracy are two different parameters. Even 0 dispersion and 100% accuracy bonus is not guaranteed hit. There are some modifiers like:
- speed of the target
- maneuverability of the target
- number of the enemies - if your team has less pilots that enemy your pilot's chance to hit is reduced and enemy chance to hit is increased. Perks like Tactician and Wingman work with this parameter. They virtually increase number of your pilots when the perk is active. High level enemy leaders posses these perks too.
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  #7  
Old 06-07-2010, 08:37 PM
sidius sidius is offline
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I'd rather say that more dispersion + large amount of grouped enemies = massacre. Try it with rapid-fire cannon on some berserker fleet

even though it doesn't have to be caused by that.. maybe it's just targeting new targets within 1 shooting sequence (16 bullets with rapid fire cannons) so you actually kill the drone with 4 bullets, another 4 bullets find another drone and so on.. dunno how it's made.

btw I don't know how (haven't done anything), but ingame music is no longer playing..

error: attempt to call global `InitMusic' (a nil value)
<string "DATA\Scripts\Locations\aurora\location.scri.. .": line 116>

gotta love those self-destruct scipts..
(it's just "InitMusic();" written in that line, like in the end of every location script..)
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