Best Player-owned OWP weapon selections?
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Best Player-owned OWP weapon selections?
Am looking for feedback from players using player-owned OWP's:
How do you favor kitting each of the 3 types out, with weapons and missles?
How useful do you find them as static defenses?
Do you use other methods & defenses wit them? And if so, which?
If you could mod OWP's to suit your particular play style: what would you do?
Thanks!
Hieronymos
How do you favor kitting each of the 3 types out, with weapons and missles?
How useful do you find them as static defenses?
Do you use other methods & defenses wit them? And if so, which?
If you could mod OWP's to suit your particular play style: what would you do?
Thanks!
Hieronymos
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Re: Best Player-owned OWP weapon selections?
I great idea but I've found them no better than using a standard M2, normal M2’s are far more flexible and can be used in both defensive & offensive roles.Hieronymos wrote:Am looking for feedback from players using player-owned OWP's:
How do you favor kitting each of the 3 types out, with weapons and missles?
How useful do you find them as static defenses?
Do you use other methods & defenses wit them? And if so, which?
If you could mod OWP's to suit your particular play style: what would you do?
Thanks!
Hieronymos
I think the static defence element of the game has been a missed opportunity which I hope my SSDN mod will eventually fill.
LA
With vanilla scripts OWP only use missiles when OOS. They never fire their lasers.
1 missile every 30 sec.
So plan accordingly.
1 missile every 30 sec.
So plan accordingly.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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- EmperorJon
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Well, how damaging are their missiles? =)Hieronymos wrote:@Gazz: OWP's don't use lasers OOS? How damaging is this to their OOS usefulness?
Also, is this hardcoded, or something that can be corrected with scripting?
OWP have their own fight script.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Is that so?MutantDwarf wrote:Considering the way laser damage works OOS, it sounds like it should be pretty easy to fix, then - just add the laser damage command into the OWP OOS fight script.
All fight scripts' "OOS frequency" is controlled by movement.
Their attack run instruction times the firing of lasers.
OWP are flying challenged.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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That's not what I said.
But LT do move so I don't know why you bring that up.
But LT do move so I don't know why you bring that up.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Gazz wrote:With vanilla scripts OWP only use missiles when OOS. They never fire their lasers.
1 missile every 30 sec.
So plan accordingly.
Ok, that is a bit strange. In my previous game, I had a medium OWP in the unknown sector above 148 to draw and eliminate Khaak. I only packed lasers in it, as it never occurred to me to use missiles as I almost never use them except for the M7M.
My OWP got attacked frequently, OOS, and always won. When I got the under attack message I watched it from the sector map some times and it wiped the Khaak every time. Fluke?
Oh, and I only had HEPTs and PACs in it, as most of the Khaak were just fighters and that was the only weapons I had a lot of at the time.
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Lasertowers move? I never noticed that before, and by their stats they have the same speed as OWPs - a maximum speed of 0 meters per second. Doesn't sound like they should be moving to me.
Your previous post said that 'OOS frequency', which I took to mean how often ships fire, is controlled by movement. Does the attack run instruction actually move a ship even if it has no method of movement? Is there any reason the OWPs can't use the same attack run instruction as normal, flying ships?
Your previous post said that 'OOS frequency', which I took to mean how often ships fire, is controlled by movement. Does the attack run instruction actually move a ship even if it has no method of movement? Is there any reason the OWPs can't use the same attack run instruction as normal, flying ships?