Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Fineus on February 23, 2001, 11:20:00 am
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The title says it all, what would you change or do in the FS source code if you had it (and knew how to use it).
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Fight the future!
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It's that "knew how to use it" tag I've got to deal with first (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Warlock
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If i knew how to use it:
Atmospheric Flight
Newtonian Physics (toggle)
Animated skins*
Primary Ammo
[edit]Variable Explosion Time- This is where the time for a large ship takes to explode. Many newbies have had trouble with making Mesons explode without taking 4min+. With an option like this, we could set the detonation time in the ships.tbl and FRED2[/edit]
*I have this idea that if you get killed my a shockwave/explosion the pain starts stripping off your ship. Also battle damage such as scorches would look pretty cool.
[This message has been edited by PhReAk (edited 02-23-2001).]
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an sExp that disables the SSM efect
fighter beams
gravity wells (for planets and weapons)
the ability to make new speices through a TBL, not specificly for adding new specis but for changing some of the preset things and haveing new looks for some of the sips.
a "Cycle" flag for weapons, would cycle through all the weapon points for primarys instead of firing them all at once.
Gibbing, when I hit a shivan fighter with my ML-16 lazer it should explode into a bunch of meaty chunks
event spcific animation, like you hit the burners and subobject3 rotates 10 degreesalong they axis.
a Beam-free-all tag for missions, so all ships entering have there beams freed unless told otherwise.
a "hit-sheild" weapon tag for beams, would make beams hit sheilds, and have the oposite effect for non beam weapons.
Vasudan fishing trolers
fly by wire bombs
animated textures
being able to dock with more than one object at a time
flying space monkeys
tractor beams
cloaking effect
animated weapon effects
a better live debris system.
hell, Geo-Mod
more nebula poofs, and types, like corona type that has a damage feild in it, you get close you get damaged.
rain
3D planets
animated background images
fixing the weapon techroom crash bug
adding a size limet to the disruptor missle
the ability to make more than one SSM for more than one targeting lazer.
an atomatic spellcheker
pain skins, I want my sips to look bloodyed up after I shoot them.
actualy that isn't a bad idea, a dameged skin after so much damage.
maybe leaving a decal were a weapon hits it would be real cool for beams, but they would have to be handeled diferently, maybe smear one texture from the starting point of the beam to the end.
a kinetic energy multiplyer (lets call it smack) for diferent ship types, so you have in the flags "smack" and at the end of the entry
$smack
+fighter: 10 ;;will multiply the kenetic effect of this weapon by ten for ships with the fighter flag
+bomber: 5 ;;will will multiply the kenetic effect of this weapon by ten for ships with the bomber flag
all other object types will use the normal kinetic mass setting
a subspace fisure weapon, maybe a beam variant, you hit a ship with it and a subspace warp opens up, the ship gets pulled in sideways and explodes halfway through. thats always been the most satifying way to kill a large ship, seeing it explode halfway into the warp.
auto aim weapons, give it an FOV and an acuracy rateing, they will point at anything hostile there FOV, giveing prioity to what you have targeted.
something cool
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Bobboau, bringing you products that work.............. in theory
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use of mp3s as inflight music.
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use of Mpegs and AVIa for movies.
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Bobboau, bringing you products that work.............. in theory
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I want support for 3 primaries (http://dynamic.gamespy.com/~freespace/ubb/noncgi/devil.gif)
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Add a whole buttload of new weapons and ship +tags
Plus a lot of what bobboau mentioned.
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- fixing that bastard tbl limit
- animated models (i WANT fighters to do a Voyager when charging up their SS drives & have nascelles slide out from the engine compartment!)
- Location-based Damage... missile to cockpit = pilot death (with some balancing), reactor subsystem destroyed on capship = instant catastrophic meltdown (i know it can be done in SEXP's but its a pain to setup...)
- HUD mouse support (click on icons with the mouse & adjust power levels accurately... trvial i know, but its a feature that wont hurt, & is omnipresent in Flightsims... it will also shut all the twats who complains about complicated keyboard commands up (for gods sake, theres ONLY around 8 buttons you really need!)
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Temporal Mechanics ("http://www.fs2temp-mech.co.uk") | Hard Light Productions ("http://www.3dap.com/hlp")
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Vectoral thrusters!!
Nuff said (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by Griffon UK:
reactor subsystem destroyed on capship = instant catastrophic meltdown (i know it can be done in SEXP's but its a pain to setup...)
The bad thing about hardcoding things like this is that if we don't want somethign to happen, we can't stop it. What if a battle is meant to last a certain amount of minutes, and a critical hit screws up the messages and sexps? You have to be careful with things like that (no doubt you would anyway).
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to remedy that: A "set-subsystem-invulnerable" SEXP, makes an individual subsystem indestructible, but the rest of the ship is still fair game
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This is just like the human Genome. We mapped it, yet we don't know what the hell to do with it.
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Originally posted by Falcon X:
This is just like the human Genome. We mapped it, yet we don't know what the hell to do with it.
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) So true (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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Yeah, but we can learn (hopefully)... I didnt know how to render pics a year ago, now look at me (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Webmaster: Hard Light Productions ("http://www.3dap.com/hlp/")
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Fight the future!
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a year anda half ago, I thought that thouse people who make mods for gamse had to be supar smarty gies, but here I am.
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Bobboau, bringing you products that work.............. in theory
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Originally posted by Thunder:
Yeah, but we can learn (hopefully)... I didnt know how to render pics a year ago, now look at me (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
I didn't know how to render pics 3 months ago, and... yeh (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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I like bobboau's list.. the Geo-Mod part would be some hairy geometry work
the rest looks rather straight forward [although not always how i would implement it (not saying either is better, just personal preference)]
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Did you say you wanted your head used as a soccer ball?
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If not geromod then definitely "decals" as in X-Wing Alliance... we need something more to make it look like the ship was damaged...
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- ICQ: 57179504
Webmaster: Hard Light Productions ("http://www.3dap.com/hlp/")
Staffer and P1mp: Ross128 ("http://ross128.telefragged.com") Sounds of Thunder ("http://ross128.telefragged.com/sot/index.shtml")
Fight the future!
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Dream list...much of this may be impossible. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
1. Virtual Cockpit, with padlock.
2. Full-scale planets, complete with gravity, orbits, and atmospheric reentry.
3.THREE physics models. First is current FS model, space with drag. This model is in effect in deep space with your engine ON. I'll explain the effect like this: the engine works by creating a micro-subspace opening in the core. Since Subspace exists in a higher energy state, energy naturally flows out of the opening, and that energy is used to run the ship. It is also stored in fuel cells, for the Afterburner. However, the particles streaming across the barrier also have a braking effect on the spacecraft-that's where the drag comes from. In this model, max speed is limited, and turn rate is proportional to speed.
The second model works with your engine off. With the Engine off, there is no subspace opening, no friction, and only the power you have stored in your AB tanks. This means you get Newtonian physics with only a little bit of thrust. Turn rate is whatever the max for the ship is. This mode would be activated whenever the player turned the engine off- the ship would continue at it's previous velocity, along it's previous vector. This would be similar to a Wing Commander style slide, but more difficult to use effectively and more plausible.
The third engine would be for atmospheric flight. Certain ships would have enough of an airfoil to be able to have certain aerodynamics, which they could use to outmanouver non-airfoil ships in an atmosphere. The first two models would also apply here, where the subspace fissure provided rocket power, and turning off the engine would make you just a glider. Max speed would be much lower, since the atmosphere would induce extra drag.
Am I dreaming? probably. That physics model has been my dream for a while now...way too hard to add to the game though. I'd need to design that sort of thing from scratch.
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Sushi- the OTHER white meat!
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I like that physics engine, Sushi, I'd help out in implementing it... When my schedule allows... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by Sushi:
Am I dreaming? probably. That physics model has been my dream for a while now...way too hard to add to the game though. I'd need to design that sort of thing from scratch.
Ever played Independence War? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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No, but I thought I-war was almost purely newtonian physics...
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Sushi- the OTHER white meat!
[This message has been edited by Sushi (edited 03-07-2001).]
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Originally posted by Sushi:
the engine works by creating a micro-subspace opening in the core. Since Subspace exists in a higher energy state, energy naturally flows out of the opening, and that energy is used to run the ship. It is also stored in fuel cells, for the Afterburner.
is that specific to your idea, or your take on the FS Universe, cos (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) clearly stated that all ships run on Cold Fusion (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Temporal Mechanics ("http://www.fs2temp-mech.co.uk")
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Here's a list of things that should be changed or added if the FreeSpace 2 source code was released:
1.) Make the capital ships able to shoot at asteroids automatically. I noticed that iin FreeSpace: The Great War, capital ships knew how to shoot asteroids on a collision course. Then in FreeSpace 2, they couldn't. It was a pain trying to protect any ship.
2.) Correct the "Run FreeSpace 2" link in FRED2.
3.) Release the "give-medals" and other hidden SEXPs in FRED2.
4.) Increase the size acceptable of the ships.tbl file.
That's it. Unless I can coome with more things. Hehehe (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence")
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm
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how about...
ships that can swallow you whole...
better shockwaves...
bigger explotions...
more than 100 ship limit...
pain skins and model changes if dammaged...
be able to play avi's
you should also be able to place nebulaes just like you place asteroid feilds... you could also make gravity plaets with atmospheric effects...
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No, it's my own little idea.
Developed entirely for the convenience of the model, of course... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Sushi- the OTHER white meat!
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did anyone mention the AI Ignore bug?
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I'm going newtonian
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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What AI Ignore bug?
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence")
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm
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I want the ability to comm my wingmen and tell them to attack an entier wing of hostiles, or perhaps a ship designation (like bombers). (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Yes. That would be nice. That would make our jobs as pilots so much easier.
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Major Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence")
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm
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Amen Setekh. That has always bugged me.
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Sushi- the OTHER white meat!
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Originally posted by NeoHunter:
What AI Ignore bug?
if you use the 'All ships ignore' (c,3,5), then the command is passed on to capships, whether you can order them or not
its most noticable in 'The Sixth Wonder'...
if you tell your wingmates to ignore the Hawkwood, then, when the Colossus arrives, it wont fire on the corvette...
its not the most show-stopping of bugs, but can really screw up the mission if all orderable ships die, because the 3rd option gets disabled & you cant undo the command & send destroyers into the fray (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)...
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Temporal Mechanics ("http://www.fs2temp-mech.co.uk")
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It's even worse on High Noon, where the Colossus would just fly around the Sathanas doing nothing...
And this bug was in FS1 as well, and they missed it...
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"Right, well apart from the sanitation, medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, WHAT HAVE THE ROMANS EVER DONE FOR US?"
[This message has been edited by Ulysses777 (edited 03-09-2001).]
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Oh I see. Yeah. I encountered that bug lots of times. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Major Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence")
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm
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Originally posted by Thunder
What would you do with the Freespace source code?
Learn how to program in C++ (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
but seriously,
Originally posted by Setekh:
I want the ability to comm my wingmen and tell them to attack an entier wing of hostiles, or perhaps a ship designation (like bombers). (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
This has always bugged me, I remember in Silent Threat, in the mission where the Krios is going down and you have have to escort its escape pods to the jump node. I always lose a couple and the debrief recommendations say "order your wingmen to protect the pods." I would if there was a simple way to do it.
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Originally posted by Admiral LSD:
This has always bugged me, I remember in Silent Threat, in the mission where the Krios is going down and you have have to escort its escape pods to the jump node. I always lose a couple and the debrief recommendations say "order your wingmen to protect the pods." I would if there was a simple way to do it.
I couldn't agree more. This also bugged me in the defense of the Aquilae Comms Centre mission, where the Lucifer takes down an Arcadia as you jump in. There are 5 or 6 pods you must defend against a few dragons and basilisks - the hardest thing is organising your wingmen to defend the right pods, and not getting them confused. Maybe if we could see an overlay of a friendly ship's orders as we target them - maybe within the reticle we will be able to see a ship's orders as they fly around, without having to target them. Obviously you can turn this function off. I'd like that too, actually.
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I didn't find that mission too difficult, once I found a nice soloution to taking out the Dragons quickly, which is fly right up behind one (they ignore you) and fire a Phoenix V up its arse (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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"Right, well apart from the sanitation, medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, WHAT HAVE THE ROMANS EVER DONE FOR US?"
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I have to fire my P-Vs head-on, otherwise they simply don't have enough speed to catch up with the Dragon (on afterburner, which they usually are). If my first pass misses, I have to line up behind them, watch their speed, and when it drops to about 95 (this is when their burners run out), I let the P-V loose - usually it'll take em out, unless their smart enough to use CMs. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by Setekh:
unless their smart enough to use CMs. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
This is FS2 AI were talking here (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
seriously, i think the only game where the AI has intelligently used ECM's is Prophecy... the Nephilim drop them EVERYWHERE...
the only way you can fight them properly is to continuously taunt them & get them into a head-on fight (most Confed guns are stronger, & fire faster)
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Temporal Mechanics ("http://www.fs2temp-mech.co.uk")
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Didn't they run out? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Originally posted by Setekh:
I have to fire my P-Vs head-on, otherwise they simply don't have enough speed to catch up with the Dragon (on afterburner, which they usually are). If my first pass misses, I have to line up behind them, watch their speed, and when it drops to about 95 (this is when their burners run out), I let the P-V loose - usually it'll take em out, unless their smart enough to use CMs. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
I guess you don't go as close to them as I do... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
For the first one, I put all power to engines from the mission start, fly up to about 20m (or less) behind it, then fire (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
And I can come up to about 500m behind the second one by the time it starts firing missiles at the EP, and when it does that, I can usually fire then, and it'll either take no notice and let itself get blown up, or evade and forget about the EP (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
BTW, this is on Medium difficulty (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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"Right, well apart from the sanitation, medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, WHAT HAVE THE ROMANS EVER DONE FOR US?"
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Originally posted by Setekh:
Didn't they run out? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
even the smallest ships, like the Nephilim Moray, have around 40 ECM's as standard...
they are needed anyway, since even the basic missiles in Prophecy are nearly twice as powerful as the FS ones...
the MAIN problem is that the ECM's work... well... & FS is the only game with a resupply ship (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Temporal Mechanics ("http://www.fs2temp-mech.co.uk")
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Support ships... that reminds me. Shivans don't have a support ship... mostly because their ships don't last as long as ours... hmm, my thoughts wandered off. I wonder what would happen if 3 wings of Terrans took on 3 wings of equivalent Shivans - all AI - that would be a thing to watch. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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well you have to take things into concideration...
1) AI level
2) the actual type of ships
3) the actual ordinance available
4) are support ships enabled
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Temporal Mechanics ("http://www.fs2temp-mech.co.uk")
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Yes. Making an evenly balanced fight with all those considerations would be just about impossible. Just out of curiosity btw - is the AI exactly the same for Terran, Vasudan and Shivan forces? It is, right..?
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Seems the same to me. Only difference is those Shivan side thrusters...
As for killing Dragons, all I have to say is banshee. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Sushi- the OTHER white meat!
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As for trying to kill a Dragon with a Banshee, I only have one word... Insane. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by Setekh:
As for trying to kill a Dragon with a Banshee, I only have one word... Insane. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
or trying to kill a Nephilim Remora with the Devastators Plasma cannon (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
(for the un-initiated, its nigh on impossible... the Remora is a cluster ship (6 of them separate from a parent ship when its destroyed) & its ****ING FAST!... meanwhile the Plasma cannon projectile is a slow moving bolt of plasma (duhh...) its also the only gun that can penetrate cap-ship shields))
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Temporal Mechanics ("http://www.fs2temp-mech.co.uk")
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Originally posted by Setekh:
As for trying to kill a Dragon with a Banshee, I only have one word... Insane. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
The equvilant of trying to kill a Dragon with Circes. Hehhe (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Major Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence")
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm
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Believe it or not, I'm serious(Talking in FS1 only.) OK, maybe a banshee WITH an avenger, but aside from the flail(hard to kill a target that's always getting shoved out of range)it's the fastest primary you can arm(again, talking FS1 only). Sure, it has a slow fire rate, but you only need a few consecutive hits to take the shields down, and the high speed of the gun makes those hits easier to make. Finishing the guy off afterwards is more difficult-an avenger, or better yet, Furies if you're close enough, work wonders here.
I never used to use this gun, but I got very tired of Shivans dodging out of the way of my slower weapons. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) Believe me, the Banshee can work just fine. You just have to be willing to swith guns as soon as their shields are done.
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Sushi- the OTHER white meat!
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It doesn't help when it's a RA mission and you can't pick your loadout (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Besides, even with a Banshee, I still find it Hella [tm] hard to hit a Dragon with the maneuvring that it does on the Insane level. My shots that hit are so far and few between that by the time I hit them again, their shields are fully recharged. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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True dat. If you don't have time to dogfight them patiently, you're probably best off simply avoiding them or sending your whole wing after them...and even then, you'll go through lots of missiles. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Sushi- the OTHER white meat!
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Sending my wingmen after them is even more useless. If I can't hit the Dragon, the chances of my wingmen hitting them is... slightly less (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
I wait for them to run out of burner fuel, then it's much easier to take 'em down. You can't ignore them on some missions because they take out weak prey like Elysium transports and Hermes escape pods.
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True...but to attack transports/pods they have to fly straight for a few seconds. That gives you a (very small) window in which to line up a killing stroke- think full gun blast coupled with dual P5s(dumbfired to avoid the Dragon dodging because he's being targeted) from 25m behind him... I'd think that would do it. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Sushi- the OTHER white meat!
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I try not to wait till then because by the time I take out the Dragon I was attending to, another couple of Dragons have taken out the transport. D'oh! So I'll just stick with my missiles. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Well, for me, I normally fail on these types of missions on the first try. On my second try, I go straight for the Dragons and intercept them before they even reach the transports. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Problem solved.
Kind of cheapskate huh? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Major Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence")
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm
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Like I said, I usually take them on head-on so that they can't outrun the missile. They can try to dodge, but usually the main factor when you have P-Vs armed is speed.
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Pretty hard to dodge a P5 coming at you when you're combined speed exceeds 250 m/s(or more*COUGH*COUGH*VELOCITYMOD*COUGH* (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif))
I really do need to use missiles more. I've gone through entire missions without firing a single secondary...I probably call in support for repairs more often than for rearm. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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Sushi- the OTHER white meat!
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You're a p1mp artist in the making, Sushi - Hunter would be proud (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Anyway, I use missiles a fair bit. That's one of the reasons why I like heavy assault so much - the Herc 2 and the Mara, for example, can pack dozens of Harpoons (my favourite missile). Booyah! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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I still prefer Tornadoes to Harpoons. Harpoons have a shorter range than the Tornadoes. Plus that, the Tornadoes have a nicer swarming effect.
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Major Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence") Webmaster
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm
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Tornadoes don't track as well, though - the Harpoon is 25% more maneuvrable (check out the weapons.tbl if you want).
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Sure. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Long Live The Fighters!!!
Do or do not. There is no try - Master Yoda
Yub yub Commander! - Major Wes Janson
GTD Excellence ("http://freespace.volitionwatch.com/excellence") Webmaster
NeoHunter< [b][email protected][/b] >
Upcoming campaign: Fury Storm