X3AP 1.1 Hyperion laser energy reaload rate bug

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zidder
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X3AP 1.1 Hyperion laser energy reaload rate bug

Post by zidder » Wed, 18. Jan 12, 22:55

Hi all!

My Hyperion laser energy reaload rate is now 2100MW from 625MW since patch 1.1...
I can't exhaust laser energy :P :twisted:

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Gazz
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Post by Gazz » Wed, 18. Jan 12, 23:21

You can fix that bug on your end by using bigger lasers.
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zidder
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Post by zidder » Thu, 19. Jan 12, 00:09

Bigger than 8xCIG's in main guns? I shoot constantly, never run out of laser energy.

Coruskane
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Post by Coruskane » Thu, 19. Jan 12, 21:35

This isn't a bug, afaik, and is the intention of their M6 rebalance.

It is intended to make M6s more dangerous, as previously they would drain energy very quickly and become easy prey to fighters.

They now function as a much more effective patrol leader, being pretty dangerous and able to keep their turrets firing. And, in packs, they can become highly effective M7 killers.

Sounds good to me :twisted:

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Gazz
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Post by Gazz » Fri, 20. Jan 12, 11:15

zidder wrote:Bigger than 8xCIG's in main guns? I shoot constantly, never run out of laser energy.
If you mount the heaviest guns that the ship is built for, 8 ISR, your laser energy will vanish like whiskey in an irish pub.


But it's true that in some cases, M6 look like they got a little too much laser recharge.
The heavy centaur, for instance, works much like the Hyperion case above.
CIG cockpit guns can fire near infinitely - unless some of it's turrets start firing. And this ship is designed to use it's turrets.
So even with CIG, the recharge is right where it belongs.
IPG have always been a compatible cockpit laser for the HC. Try those...

An M6 that cannot even feed it's small turrets is an epic design failure.
But of course, I don't know about any M6 like that. What a silly notion!
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.

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