Starkey said:
Still, if Standoff keeps the Raptor´s famous "heavy punch", I think we´ll still be able to fry a lot of kittens with it.
The Raptor's trademark heavy punch is there, it just takes a little more skill / luck to use it effectively
Ijuin said:
Hmmm. I think the easiest way to make the decoys stronger would be to boost the spoof rate on each missile.
Hmmm, a good idea... yes, this would probably work. However, since WC2 decoys were almost useless, I wouldn't like to make Standoff decoys too useful unless we absolutely have to (IE, if beta testers think the missiles are too deadly - not the case so far, probably because most of the pirate ships in the Prologue have crap payloads).
Ijuin said:
By the way, what's the missile strengths? Same as in WCSO?
Hell no
All missile stats (damage, acceleration, etc) have been scaled to something that suits our needs. Damage is multiplied by 20 like for guns, shields, and everything else that causes or absorbs damage (except collisions).
Ijuin said:
Can you give us the loadout on the Stiletto? From the screenshot, it seems to have 2 Mass Drivers and 2 HS/2 DF.
I think in Priv it had 2 HS missiles, but the Standoff version has 2 Mass Drivers and 4 HS missiles. I've doubled the quantity based on the fact that it would be basically identical to the Ferret otherwise (and also on the fact that the Priv sprite has 4 missiles drawn on it
).
Ijuin said:
Also, it seems that you have added the Neutron guns to the game--what stats do they have?
I don't recall the actual stats, but all of them respect the same proportion to other guns and missiles (and to ships' armors and shields) as they did in WC2.
Ijuin said:
In addition, what are you doing for the AMGs on capships? Or are you just going with Dual Laser and Missile turrets?
SabreAce covered this one - thanks
Ijuin said:
From these numbers, it appears that the Standoff version of the Raptor is only slightly inferior to the Sabre, with the Raptor having slightly thicker shields while the Sabre carries an extra pair of IR missiles, has longer gun range plus a turret, and has slightly more armor and agility.
Hmm, the stats on our site follow more the stats on the WC1/2 documentation, while the ingame stats follow the WC1/2 ingame stats (so Standoff's site and tech database will fool you proportionally to how Claw Marks and the WC2 manual fooled you back in the 90's
)
Taking that into consideration, lemme see what we get comparing the actual ingame stats... The Sabre (bomber variant) has 4 IRs and 4 torps (the DF and FF are present only in the fighter variant, don't remember how many of them), and the Raptor (only variant) has 3 IRs, 2 FFs, and 2 torps. The Raptor has lower acceleration, lower maneuverability (6/5/6 I think), more gun energy, marginally better shields, and much less armor. Top speed, afterburner speed, shield recharge, gun recharge, among others, are identical between the two.
I know all this stats being converted and not matching up thing seems strange and perhaps illogical, but it's all done to keep the feel as close as possible to the original. Just like the original ships you flew had different stats from what was in the manuals, the ships in Standoff have one set of stats on paper - all converted proportionally from WC1/2 documentation - and another set ingame - all converted proportionally from WC1/2 ingame data.