Lt.Death100 said:It's very rare for people my age, (14)
Hehe, yeah I'm trying to overcome my inexperience.AD said:Wow... That explains a few things. Very cool though to have a new generation of WC fans.
Internal values are far more reliable, however, at least once you figure out how they work. For example, the Armada AB speed values you mention are pretty simple - just add the normal top speed to the internal AB speed, and you get the real top AB speed.MavS said:Now, that may be the values the game deals with internally, but since the Armada-editor shows me some far too small values (about 2/3 of the ingame) for the afterburner-speed of the ships, I'd rather not rely on such... I'd only take it for things not measurable in another way - the used energy, for example. The feel is more important then the exact canon-values, I'd say... Of course, it's your mod, not mine.
There is very little you can do about those . You get precious little warning against them - they don't make any "lock" sound (oddly enough, they did in WC2 - ever notice how you'd occasionally get the missile lock warning in the first Ferret missions, even though you only fought against DF-bearing Sartha and Drakhri?), and they're so fast that when you hear them being launched, it's often already too late to do anything. So, really, all you can do is fly evasive and hope for the best.And - pretty impressive strategy... and what do you do to avoid being nailed by those DF's? They're my biggest problem so far.
MavS said:And - pretty impressive strategy... and what do you do to avoid being nailed by those DF's? They're my biggest problem so far.
Oh? Thanks .Quarto said:For example, the Armada AB speed values you mention are pretty simple - just add the normal top speed to the internal AB speed, and you get the real top AB speed.
Yes, that's one of the things I wouldn't measure in-game:Quarto said:For example, if you try to figure out a gun's speed in WC2, ...
MavS said:I'd rather not rely on such... I'd only take it for things not measurable in another way
Which is why I explicitly tested it at nearly 0 relative velocity, following the Dorkathi as it flew away from me. And you aren't saying the Particle Cannon's difference (5000 in my measurement, 3000 in yours) is from the Dorkathi's size, are you? I tested the other guns in the same way, and for Mass Drivers and Neutrons, I have just a difference of 500 to your values, not 2000...Quarto said:... - you also have to take into account the speed of your ship (which is added on top of the missile's speed), and the motion of the target.
Yes, but not THAT bad, are they?Quarto said:And there is no way to actually measure ship size in WC1/2 - in spaceflight, these games completely disregarded any kind of scale.
Thanks. So at least I haven't missed something crucial on these, I just need to fly better and get more aware of the situation (and, of course, fly often enough to have some more Drakhri-less waves generated occasionally).Quarto said:... So, really, all you can do is fly evasive and hope for the best.
MavS said:And a quick side-note on the Wraith - if not including the Reaper Guns, wouldn't it have made more sense to replace them with Particle Cannons at least?
You're right, except you're not... The Vision engine does multiply the refire rate by the number of active guns, but we hacked it so that in Standoff it doesn'tToast said:I think putting quad particle guns on the Wraith would have necessitated defining a completely new gun, since the Vision engine does weird things with gun refire rates. If you have several guns of the same type on a ship, they must collectively share the gun's refire rate (which is ridiculous, I don't know why they did that.) for example, a laser with a refire rate of .25 should fire 4 times per second, but if you mount two of those on the same ship, each fires only twice per second (with an effective refire rate of .5) for each.
PopsiclePete said:You're right, except you're not... The Vision engine does multiply the refire rate by the number of active guns, but we hacked it so that in Standoff it doesn't
...Though Pierre isn't quite right about that - yes, we did hack Standoff to change the refire rates, but the Wraith had been implemented long before that happened. So, while I don't remember any particular discussions about the Wraith's guns, I imagine that not having four identical guns due to refire rate problems would definitely have been a consideration.Toast said:haha. you guys rock, that's awesome
Most likely hallucinating . I don't know for sure, though - some of the alternative loadouts in WC2 were pretty odd (for example, Maniac having three or four times the normal shields and armour on his Morningstar), but since most of them are not separate files that can be opened with the ship editor, they haven't really been documented. It certainly is possible that Hobbes had a special Crossbow with different guns.I swear I saw Hobbes' Crossbow armed with different guns than the 3 Mass Driver/2 Neutron combo. That one had 2 Particle Guns and 2 Neutron guns, just like the Standoff Wraith. Was I hallucinating, or was that for real?
No, the Sartha used normal neutrons.Secondly - WC2 Sartha were actually armed with *turret* guns instead of normal neutron guns, were they not? I'd have loved flying a light fighter armed with those, they were better than any of the usual suspects, including the particle gun.
I have no idea, but it's entirely possible. You say you hit the Dorkathi from 5000 metres with the Particle? Well, I just ran Academy, and I was able to hit Candar Space Station from 6500 metres with the Particle. And according to the manual, Candar is a mere 400 metres in length (that is, its outer edge is theoretically 200 metres from the station's centre).MavS said:Which is why I explicitly tested it at nearly 0 relative velocity, following the Dorkathi as it flew away from me. And you aren't saying the Particle Cannon's difference (5000 in my measurement, 3000 in yours) is from the Dorkathi's size, are you?
...Which certainly is odd. I suppose at some point I need to open the EXE up and check those values again - maybe the particle's 3000 metres is actually some kind of typo I made when noting down the values in the first place.I tested the other guns in the same way, and for Mass Drivers and Neutrons, I have just a difference of 500 to your values, not 2000...
Well, no. As I said before, at the time we didn't have the patch that adjusted the refire rates, and we didn't know such a patch would ever be possible. So, having four particle cannons would have been out of the question. As for other possible gun combinations... particles and mass drivers would have been just like the Sabre, and particles and lasers just like the Rapier. This combination at least made the ship more or less unique. But, that's just guesswork on my part - as I said earlier, I don't remember anything from that particular discussion .And a quick side-note on the Wraith - if not including the Reaper Guns, wouldn't it have made more sense to replace them with Particle Cannons at least?
Mancubus said:And if there is going to be bloodfang in standoff (is there?) it will need four particles
:edit: damn it it was going to be reply for the post from the previous page
Indeed, because it's one of the ships we do not plan to include. We've got an incredible number of ships already, and while Eder sometimes jokes about modelling all the remaining WC1/2 ships, there simply isn't any need for any further ship types in Standoff .Toast said:Hm, I don't see it on the progress page as a ship they're including.
That's true, there are plenty of arguments for Epees to serve on CVEs... but they still won't show up, simply because we don't want them to . We've got more than enough ship types on the Firekka already, and besides, the Battle of Earth scenario makes it pretty tough to find missions for light fighters.I know team Standoff says it makes more sense for a Gemini-stationed carrier to be flying Stilettos instead of Epees, and Stilettos definitely look to be more atmosphere-capable than Epees. Their diminutive size, though, makes them a great choice for those cramped CVE hangars... that, and their ability to carry a torpedo.
Quarto said:Indeed, because it's one of the ships we do not plan to include. We've got an incredible number of ships already, and while Eder sometimes jokes about modelling all the remaining WC1/2 ships, there simply isn't any need for any further ship types in Standoff .
That's true, there are plenty of arguments for Epees to serve on CVEs... but they still won't show up, simply because we don't want them to . We've got more than enough ship types on the Firekka already, and besides, the Battle of Earth scenario makes it pretty tough to find missions for light fighters.
Lt.Death100 said:I really think the appeal of Standoff shipwise is that you can still get the job done with those piece of crap fighters. Kinda feels good!
Toast said:I actually like Standoff's renditions of the fighters better than WC2's. I wasn't particularly enthused with any of WC2's fighters - the Rapiers weren't as good as I thought they'd be, the Sabre had thin shields and guns spread so far apart that playing without the ITTS didn't work too well
Quarto said:I swear I saw Hobbes' Crossbow armed with different guns than the 3 Mass Driver/2 Neutron combo. That one had 2 Particle Guns and 2 Neutron guns, just like the Standoff Wraith. Was I hallucinating, or was that for real?
Most likely hallucinating . I don't know for sure, though - some of the alternative loadouts in WC2 were pretty odd (for example, Maniac having three or four times the normal shields and armour on his Morningstar), but since most of them are not separate files that can be opened with the ship editor, they haven't really been documented. It certainly is possible that Hobbes had a special Crossbow with different guns.