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Re: Combat balance - 1.80 and 1.82
Posted: Mon Aug 18, 2014 7:26 pm
by cim
Richard-H wrote:After 4 day's of testing this are the results
Impressive dedication! Thank you.
Richard-H wrote:Select the following options: Sidewinder, Harmless.
How many can you face at once and win the fight? 2 (lost 5 times out of 15 times)
Select the following options: Sidewinder Escort, Harmless.
How many can you face at once and win the fight? 3 (lost 3 times out of 15 times)
You found them easier to take on when they had beam lasers rather than pulse lasers, then. That's interesting - what sort of tactics do you use?
Richard-H wrote:the combat sim dit not work with my ship oxp
You need to be at a TL:10+ system (or Lave) for it to be available. I've updated the submission form to include this note now - sorry about that.
Given your other results I'm fairly confident with that ship you would have beaten all 6, though.
Re: Combat balance - 1.80 and 1.82
Posted: Tue Aug 19, 2014 11:54 am
by aen32
I did a short test of the balance OXP yesterday evening.
IMHO the game became a little bit easier. On one occasion I was beaten by 3 pirates. One was a Moray Star Boat firing an ECM hardened missile at me only a few meters away. My ECM didn't help much. 2 seconds later I had to press space...
Re: Combat balance - 1.80 and 1.82
Posted: Tue Aug 19, 2014 6:34 pm
by Richard-H
cim wrote:Richard-H wrote:After 4 day's of testing this are the results
Impressive dedication! Thank you.
Richard-H wrote:Select the following options: Sidewinder, Harmless.
How many can you face at once and win the fight? 2 (lost 5 times out of 15 times)
Select the following options: Sidewinder Escort, Harmless.
How many can you face at once and win the fight? 3 (lost 3 times out of 15 times)
You found them easier to take on when they had beam lasers rather than pulse lasers, then. That's interesting - what sort of tactics do you use?
Richard-H wrote:the combat sim dit not work with my ship oxp
You need to be at a TL:10+ system (or Lave) for it to be available. I've updated the submission form to include this note now - sorry about that.
Given your other results I'm fairly confident with that ship you would have beaten all 6, though.
No thank to you an the rest of the developers
Personally i like the way you let us test this way
This game gets better and better
The tactics i use is to keep them as close to me as possible speed low then target one after one and look good at your shields an energy you have to take a lot of damage
to win is always know how the AI reacts when its starts to run or attack how its attacking and you have to stay on it some of the test took more than 20 min to finish
Well in the current game it took a lot of combat chances when you introduced the better response of the npc's and weapons use i think for the better the game is more fun now
but it was fun to see that you can lose from 4 pirates so you never know i test it when i dock at a TL10 system
more to test let me know follow trunk always
Re: Combat balance - 1.80 and 1.82
Posted: Wed Aug 20, 2014 10:25 am
by Zireael
I found spare 1,5 h to test. I aborted simulator twice because dogfighting a single Sidey for 20 mins is no fun.
I submitted the results in the survey and well, I'm not a good pilot - I can only fight more than three opponents if they're no better than Harmless in the sim.
Still, a clap on my own back for Engine Trails and Cyan HUD OXPs - without them I'd be much worse when it comes to spotting the incoming Sideys and making proper decisions - and a note about the target boxes being very useful in that regard.
Re: Combat balance - 1.80 and 1.82
Posted: Sat Aug 23, 2014 7:06 am
by Diziet Sma
The "Flight style" question is missing an option: Pitch+Roll+Yaw
I use all 3 equally.
Re: Combat balance - 1.80 and 1.82
Posted: Sat Aug 23, 2014 7:56 am
by cim
Added.
Thanks
Re: Combat balance - 1.80 and 1.82
Posted: Sat Aug 23, 2014 11:17 pm
by Scouseair
I also use roll, pitch and yaw equally but have already submitted my survey.
Re: Combat balance - 1.80 and 1.82
Posted: Sat Oct 25, 2014 10:33 pm
by SirArian
It has been a little over two months since this thread was posted on last. Are you still interested in getting more test results? If so, I can do it for you.
Re: Combat balance - 1.80 and 1.82
Posted: Sun Oct 26, 2014 9:27 am
by another_commander
SirArian wrote:It has been a little over two months since this thread was posted on last. Are you still interested in getting more test results? If so, I can do it for you.
Go for it! The more feedback received, the better.
Re: Combat balance - 1.80 and 1.82
Posted: Sun Oct 26, 2014 3:58 pm
by SirArian
another_commander wrote:Go for it! The more feedback received, the better.
Okay, I will. I can't do it today, but expect my results later this week.
Re: Combat balance - 1.80 and 1.82
Posted: Mon Oct 27, 2014 7:45 pm
by SirArian
Gah... I am on the Unqualified Sidewinder, and am fighting six of them, but keep going too far from the buoy while fighting them... I don't suppose there is a way I can easily remove that requirement from the OXP so that I can actually finish this fight? I think I can get all six of them if I can manage to not be pulled out of the simulator early.
Re: Combat balance - 1.80 and 1.82
Posted: Mon Oct 27, 2014 7:56 pm
by cim
Scripts/combatsimulator.js
line 108
Code: Select all
if (!this.$simulator || this.$simulator.count == 0 || !this.$buoy.isValid || player.ship.position.distanceTo(this.$buoy.position) > 26E3) {
Change "26E3" to a larger number.
Re: Combat balance - 1.80 and 1.82
Posted: Mon Oct 27, 2014 10:40 pm
by SirArian
cim wrote:Scripts/combatsimulator.js
line 108
Code: Select all
if (!this.$simulator || this.$simulator.count == 0 || !this.$buoy.isValid || player.ship.position.distanceTo(this.$buoy.position) > 26E3) {
Change "26E3" to a larger number.
Thanks, that worked! You should have my results now.