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Star Wolves 3D space RPG with deep strategy and tactical elements |
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Also I keep may back ups in .rars... I have a 2.83gb back up of all the files now... Quote:
Edit: In reference to all things about ships having low HP, Yeah they kinda do. Shield Regen on a Dragon is only 3, even when boosted by perks it isn't much (I like those perks). For my Dragon T I dropped the shields to ~300 (just testing), but ramped up the regen to 10! Cant take much damage all @ once, but in a dog fight its a hell of an advantage, It's huge armour helps. Same for my Smilodon, lots of shields. Best way to increase HP is to have a healer on your team, it has a massive effect. Shields in this game work more to protect from initial damage before a dog fight, when there is a heavy damage exchange/missiles, when in the fight, their regen will protect you a little bit more on the next pass and such, but definitely not much. That's my just opinion though. I think a big part of survivability in this game is to not get hit, speed and pilot skill modifiers on mobility being the key factors. Obviously with all the missiles you're playing with its like squatting flies. Homing makes it kinda makes pilot skill redundant (I like missiles). For the Excalibur T I'm planning, I was going to make it just much more agile/quick in combat, have that what makes it superior (that and 2 extra light cannons, trying to play on the Templar myths, shoots twice as fast/makes unbelievable maneuvers, and based solely on superior equips). Lasers are not as big as a problem as particle accelerators, you cant resist them for 80% ![]() Ship re-balance community patch? lol Another Edit: Weapons increase in power faster than ships increase in HP? The battle with the Greys and all their Shinnings caught me so off guard. I usually just put missile defense and shields in system slots :\. Maybe Prototype X/Diamond if there is a spare one. Last edited by StarShatter; 06-07-2010 at 12:34 PM. |
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