Jump to content

LughC

Members
  • Posts

    11
  • Joined

  • Last visited

LughC's Achievements

0

Reputation

  1. be nice if the tires had better progression like the sub systems do. I have a green chain gun that does 2kdps and a legendary that doesn't even do 120
  2. just a small addition to missile lancers. give them another stat that effects the speed of the missiles
  3. one way I know the guns in this game are pretty well balanced is how many people say rails/cannons are useless/bad and how many people say anything other than lasers/bolters are bad. shows the guns are pretty balanced and playstyle/ship design play a bigger role than x gun is always better. for me I love the repair guns. though they are kinda crap considering if you turn it into a fighter there is no penalty so you can turn one really strong rep into 120 with practically infinite range
  4. has this maybe been fixed over the last few months? I tried this with a group of 10 interceptors (max speed/maneuver and anti fighter guns) and they kill enemy fighters in no time at all if I put them on defense and blap fighters if I focus attack
  5. friends and I are doing our first co-op playthrough and we found two factions at war. We have been "fighting" for one side but never got the actual prompt and the fight is not toning down actually its ramping up to a ridiculous degree. most systems have 20+ enemy ships and those that don't have them spawn the second one of us load system. Now this has been greet for farming wrecks but is it normal?
  6. No there is not. Koonschi has recently redone crew and he has said that he is happy with the way they are. Besides most players wouldn't like the things you just suggested they would go over as well as my ideal to require 'Reputation' or 'infamy' to hire crew. You see all that stuff you mention sounds cool at first glance but the truth is all it really do is be a hassle that would only add tedium to the game and it would take a lot of time to implant as well as cause lag from the scripts that would need to run constantly. not everything he said, I'm sure a lot of people would like some sort of training center to turn untrained crew into trained crew. rather than spending 12hs hoping to find the one you need
  7. does the model I use matter? it didn't seem to when I looked at the stats however I noticed fighters built with shields did get shield animations. do they actually have additional/different hp or is it just cosmetic?
  8. "Additionally, Torpedo Launcher blocks have an inventory for (I think) eight Torpedoes each." Depends on the martial you make it out of. And it's not based on number of torpedoes like fighters torpedoes come in different sizes
  9. Along with everything stated above remember what you're doing lets you turn one custom gun into 120 per ship indefinitely
  10. Early game you don't really need to worry about pdc because your ship can normally out fly the missiles. I would like higher damage unguided variants. Maybe call them torpedoes and the current torpedoes cruise missiles. The size of the launcher should also play a part in how many can be stored rather than just mineral type. This would be a better way to handle it than forcing computer cores.
  11. This is a lot more personnel preference than anything objective. For example i enjoy cannons and rails because they do chunky hits rather than little bits of constant damage. The game doesn't favor one or the other, you do
×
×
  • Create New...