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« on: June 02, 2014, 07:47:03 PM »
Well, I've been playing around with this mod for about an hour now, running around with an Omen with 5 heavy pulse lasers and eating things up.
I have a concern, and that's energy-damage weapons being FAR and away more effective than any other weapon type. I started with a Rifter and got my ass handed to me because the AC's HE damage just couldn't get through any shields. I would say make ACs deal kinetic damage, blasters do HE damage, beam lasers do kinetic, and tone down the pulse lasers quite a bit. They're rather ridiculous. Railguns are pretty nasty too.
As for shields, they could stand to be a bit weaker across the board(more inefficient), and I'd probably make them all 360 degree shields. After all, shields protected all angles in EVE, though I understand this is a different game. At least give those ships designed to be shield tanks(most Caldari, some Minmatar, ect) omni shields.
Rockets should be non-tracking(no turning speed), and regular missiles track *very* aggressively, could probably tone that down some.
Also, ships should be more frequently sold in the stations of the factions. Not quite sure how to make that work as I never quite got the hang of populating stations in the middle of a game. At the least right now, make 2 of every ship class for a given faction available on a faction's home station, with a handful of fighter wings at the start of the game.
At any rate, I'm having fun with the mod so far.
EDIT: The fighters are WAY too big right now...I think. Dunno how big fighter craft are in EVE, but I'm pretty sure they're not bigger than frigates.