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XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 01:53:26 am »While it is true that the Hunter-Killer can survive one shot of most things, your first combat vehicle will be the Aircar. And after that probably a Jetbike. And on both these things you can dodge a lot before beeing hit, leading to *dodge, dodge, dodge, hit -> dead*
The Aircar and Jetbike are really only for civilian vessels and anything they can out-range with the charger laser. The dodge on the bike is just to realize, oh, that thing has guns, I should get outta here.
I think the light weapons and lasers being ineffective against shields is intentional - the shield you can manufacture is based off the force fields that mitigate your lasers on the ground, and the heavier weapons like the railgun mention being better against armor in their pedia entries. Being able to tackle a military ship too early can mean big cash and weapons that make everything else too easy.
While that would be a nice little touch, i suspect it would be just that: a little touch that wouldn't really change anything, since we can already see how much damage a craft takes from a given hit. So if you keep pounding an armored craft with a weak gun, this is currently communicated by the craft not displaying that much (or any) damage after being hit.
There is no damage display for the enemy, so you have no clue how much your guns are doing compared to their armor and total damage capacity. I don't mean to add this to tell how much damage you're taking, but rather the enemy.