You must log in or register to comment.
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)
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.