Author Topic: Team capship fire rate modifier  (Read 1503 times)

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Team capship fire rate modifier
There's a really annoying 'feature' I've found when modding - FS2 treats turret fire rates on capital ships differently depending upon what team a ship is on. As a result, given the same weapon and the same AI for some turret, a friendly ship will fire a weapon with a small fire wait with that value - an enemy one won't. I suspect this has something to do with the difficulty setting, but even on the highest setting the fire rate of enemy turrets is still lower than if the ship's IFF was friendly. Also, I can't be sure, but I think turret targeting is also affected

What I suggest is an optional flag for entries the AI table to override this behaviour and just use the base value for the fire wait, regardless of IFF. It won't affect game balance this way and provides the most flexibility - you won't have to modify millions of weapons, just create a few new AIs and apply them as necessary.

(Note that this only affects weapons which have very low fire waits, but you can still see it in vanilla FS2 - turn traitor and attack a friendly Aeolus and see how fast you die when it flaks you, compared with something like the flak on a Moloch.)

 

Offline Kazan

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Team capship fire rate modifier
shivans and terrans have different flak guns IIRC
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Team capship fire rate modifier
no, they both use Standard Flak on most ships with flak guns

  

Offline Goober5000

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Team capship fire rate modifier
This should be doable.