• Essence_of_Meh@lemmy.world
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    4 months ago

    Pretty much stuff we already heard before but now in one place.

    TL;DW:

    • Master Modes applied to all of the ships as archetypes (individual tuning to come later)
    • archetypes:
      • snub fighter (fast, low attack and defense)
      • light fighter (agility, decent power)
      • medium fighter (relatively agile, good firepower)
      • heavy fighter (low maneuverability, high damage)
    • sub archetypes (can be applied to any of the above):
      • interceptor (less agility/rotation, more speed)
      • fighter-bomber (less agility, more defense)
      • gunboats (Connie-sized ships, no info about specifics)
      • corvette (Hammerhead, no info about specifics)
      • frigates (Idris, 890 Jump, Carrack etc, no info about specifics)
    • precision targeting:
      • allows to see and “paint” specific components so gimbals will try to hit them
      • slower fire-rate
      • “you can watch the ship you’re aiming at”
    • weapon archetypes:
      • anti-fighter (high fire-rate)
      • anti-material (highest damage)
      • mixed
    • no more fixed guns, everything will be gimbaled (turrets will get exclusive “auto-gimbal” mode, lower fire-rate)
    • “players are happy with squad battles but not so much with 1v1’s at the moment”
    • “it feels more cinematic”
    • “flying in non-combat mode allows you to not be harassed as much”
    • request for feedback (both positive and negative)
  • lwe@feddit.de
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    4 months ago

    In general this looks pretty good. I wonder how well precision targeting will work in high octane situations.

    With this hopefully being the final flight model I hope they will finally spent time on balancing things out.

    Though I wonder how they will handle ships that are simply limited by their hull/cross section like the Aopa ships. I can’t imagine them ever being more than a huge target.