they have just released a new ship, that would be perfect for multicrew for thargoid hunting
but nothing works right.
we have "multi crew enabled" bright yellow icons on those c2/c3 multicannon turrets - for what?
because they decided (for balancing reasons????) that gunner turrets auto-snap to targets,
that for balancing reasons, the gunner is not allowed to target subsystems directly, and as such,
can't really "aim" for the hearts of the thargoids, because the weapons auto-snap to the CENTER of the Alien ship ...
for balancing reasons, with weapons that do by default less damage per shot, with the same unreplenishable ammo limit.
using the xeno scanner is always transfered to the gunner, so all the scanning issues mentioned before apply here as well, just with even less range to work with.
Flak is like the only perfect implemented multicrew enabled weapon. fixed when solo, turret for the gunner when in multicrew, ZERO difference except the price between fixed and turret version.
for balancing reasons, the gunner can't to anything what a 6km long range FIXED railgun does to snipe unaware commanders powerplant when they try to land at an engineers base. (snapping to a selected subsystem)
it was more a "design reason" to dumb down gunner controls so much, that it can be presented by a Community manager, using an X-Box controller.
I highlight that, because i haven't seen FDEV talking about multicrew since a Community manager accidentally destroyed the ship of a voluntary players big ship live on stream....
No they haven't. That ship is not released and we don't know if it works or not because it's not released.
They said the Cheiftain doesn't support multicrew? News to me, this here looks like a 2nd seat behind the first similar to the Vulture set-up: https://i.gyazo.com/cc3941b19291c3374b24e55b5fa26fd6.png
Wait, you are saying multicrew is dead but when they add something to make it easier to pick out multicrew weapons you complain? Damned either way it seems.
Gunner snap to target. Right yeah... Try doing it without targeting whilst your pilot pulls some turns. Impossible to keep track, the exact problem that some of the older games had. A Star Wars one springs to mind where literally every other sentance that came out of my mouth was "fly straight ****** I can't hit this guy if you turn all the time". It's the same reason we have 3rd person and not turret view.
Subsystem kinda falls out of that as being hella-overpowered if it's snap to target and pointless if it isn't since without snap to target you won't even get a hit. Yes unfortunate for aliens the way they've been built although at least theres the AX fighter that came in fairly early in the whole story.
You mean attack or defence on that 6km railgun snipe? I'm trying to work out what you actually mean here but If you mean defence then you should read my previous post. I want improvements to multicrew like directional shields. If you mean returning fire then you are angry at engineering not at multicrew.
Got a source for that design decision?
I'm more inclined to believe they bit off more than they could chew in 2016/2017. They expanded to a new building, added a second game and were preparing a third game, they made tons of optimisations and changes at ground level that we don't see in the game but things that needed to happen. On top of all that they recruited very strongly for all 3 games they now have, with that comes tons of training. In short I think they ran out of time and made fighters solid with the intent to come back to other roles at a later undetermined date.
What does Ed doing something on stream have to do with Frontier building the game. That'd be an insane way to make a game:
"so boss we are nearly ready to roll out the multicrew improvements."
"No, throw those in the trash. Ed died again on stream so we don't want those hours of hard work anymore!"
Yeah, thats not a reason.