Hi. Did 2.2 make it today in the end? Taaa
Hi. Did 2.2 make it today in the end? Taaa
Looking forward to some bug fixes... wonder if any content will slip in with it as well, not wanting to be greedy, just curious.
I assume it is mostly if not entirely bug fixes at this stage though (understandably when some still have issues even getting to play at all).
Here's a very brief rundown of the weapons we have been testing (only my opinion of course)
Gatling Guns – Fairly low powered but quite effective. A must for those sneaking about doing some silent running. Drawback is there’s a loading time between magazines and I suppose you could eventually run out of ammo if you weren’t careful. Also has the most awesome sound effect!
Gimballed Pulse / beam laser – Gimballed weapons are great, easy to use and have a wide targeting area. They are not the most powerful and can be confused by silent running where they can’t lock on because of the lack of a heat signature.
Pulse lasers – An old favourite, require a decent level of accuracy due to the pulsing but do a fair bit of damage, don’t overheat too badly either. The exception I’ve found is tri-burst pulse lasers which I think are tragically pants!
Beam lasers – My favourite for general play, powerful enough to do a lot of damage and they don’t heat up to badly (especially if you divert power to weapons). These will reduce a sidewinder to smoke in a few seconds.
Rail guns – Require great accuracy but are very hard hitting. Seem to be very expensive in-game as well. Great against larger targets but against a sidewinder far harder to use.
Lasers are available in different classes and that signifies the damage they do and also the time it takes for them to overheat. i.e. the more powerful the quicker they overheat. You also get some mixed load-outs combining lasers and Gatling’s etc. which can be quite handy. At the moment we don’t know what the weight of the different weapons are but I presume you will have to take that into account in the final game.
I disagree.There isn't much point in having variety in weapon systems unless there is equal variety in defensive configurations.
There isn't much point in having variety in weapon systems unless there is equal variety in defensive configurations.
There will be shield upgrades in final game and I'd expect to see hull armour upgrades too... just to mix things up a bit more.![]()
I skipped over a lot of stuff to try and make my point easier to write.Not to mention speed and maneuverability, two fairly fundamental defensive concepts. Not that relevant while everyone is in the same ship, of course.
Don't forget these are newbie ships, probably equiped with newbie shields and a basic hull......Currently (and this is my opinion) its looking like shields can be taken out a bit too quickly with some of the weapons, and the hull can be taken out far far too fast...
Don't forget these are newbie ships, probably equiped with newbie shields and a basic hull...
Don't forget these are newbie ships, probably equiped with newbie shields and a basic hull...
Agreed - you definitely wouldn't want to take your sidewinder into a system where ships routinely have a lot of the more powerful weapons available in alpha. That said, I'm sure there will be more powerful weapons about that aren't in alpha. I guess all Frontier are doing is seeing how the balance works - it doesn't matter if its unbalanced at the moment, providing Frontier agree and take steps to balance it.
With regards the hull, I vaguely remember the cobra had front and back shield (1 bar for each) and then 5 or 6 bars of hull or energy or something before you got destroyed. In other words, the hull was much stronger than shields where as in Alpha, I suspect the shields are stronger than the hull for the Sidewinder and Anaconda (not sure about the Cobras).