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Thread: Devs need to talk to TIE Fighter and XWA developers could learn a lot.
Message Edited by DarthDiesel on 11-03-2004 03:20 AM
Virtually none of this is true. No offense, but almost every flight sim, especially space based ones have lead indicators. Wing Commander, and even some of the X-wing series. Second boxes make a certain amount of difference, but from Tier 2 on, I feel that you can compete with most anything. As for projectile speed, that changes depending on the weapon and the weapon configuration, as does handling, none of the small craft have that much inertia, but the larger fighters and the multi-passenger ships are all very inertial. As for speed, that also increases. The projectile speed though is good because it allows manueverable ships to be hard to hit, and forces people with heavy weapons to be smart about the shots they take.
Zexc wrote:
They really need to increase the projectile speed , ive neever seen a twitched-based game that required so much leading that they actually had to add a "lead-indicater" to help with it. Jtls isent as twitched-based as the other star wars flight sims, how many skill boxes you have greatly outway how much skill your enemy has.
Dookay wrote:
Virtually none of this is true. No offense, but almost every flight sim, especially space based ones have lead indicators. Wing Commander, and even some of the X-wing series. Second boxes make a certain amount of difference, but from Tier 2 on, I feel that you can compete with most anything. As for projectile speed, that changes depending on the weapon and the weapon configuration, as does handling, none of the small craft have that much inertia, but the larger fighters and the multi-passenger ships are all very inertial. As for speed, that also increases. The projectile speed though is good because it allows manueverable ships to be hard to hit, and forces people with heavy weapons to be smart about the shots they take.
Zexc wrote:
They really need to increase the projectile speed , ive neever seen a twitched-based game that required so much leading that they actually had to add a "lead-indicater" to help with it. Jtls isent as twitched-based as the other star wars flight sims, how many skill boxes you have greatly outway how much skill your enemy has.
Wing Commander had crap flight dynamics also. Xwing/TIE Fighter/XWA were tops for realistic flight feel.
While its true other sims have lead indicators, that is beside the point - the laser blasts are HORRIBLY slow. Ships can be right in front of you in almost parallel trajectory, and you still have to lead like a full visual ship length! Silly.
I may be wrong, as I havent advanced very far up the pilot XP chain, but I don't think you understand my point about projectile speed OR inertia. I have a decent upgraded TIE, and it's differing weapons and engine make no real difference in speed of projectiles or craft.I don't recall any spec in the examine screen for projectile speed - I'll have to check. Flight behavior is still unrealistic. It has ZERO inertia - not realistic at all.
MAKE IT LIKE "TIE FIGHTER" or X Wing Alliance!!
Message Edited by DarthDiesel on 11-02-2004 11:33 PM
- ships speed should be increased (made it to 4433 in beta so I know that the ship upgrades way not enough if you compare to XWing/Tie).
- projectiles and especially energetic weapon blast speeds should be increased... now we have effect of wind blowing them away when turning...
Dookay wrote:Virtually none of this is true. No offense, but almost every flight sim, especially space based ones have lead indicators. Wing Commander, and even some of the X-wing series. Second boxes make a certain amount of difference, but from Tier 2 on, I feel that you can compete with most anything. As for projectile speed, that changes depending on the weapon and the weapon configuration, as does handling, none of the small craft have that much inertia, but the larger fighters and the multi-passenger ships are all very inertial. As for speed, that also increases. The projectile speed though is good because it allows manueverable ships to be hard to hit, and forces people with heavy weapons to be smart about the shots they take.
Zexc wrote:They really need to increase the projectile speed , ive neever seen a twitched-based game that required so much leading that they actually had to add a "lead-indicater" to help with it. Jtls isent as twitched-based as the other star wars flight sims, how many skill boxes you have greatly outway how much skill your enemy has.
There is no visable lead indicator in X-Wing or X-Wing Alliance. The most it does is light up the reticle telling you that you have a high chance of hitting your target. You still had to do the visual line up yourself. As for Wing Commander, I don't know which one of the many they released your talking about, but I know the original one did not have a lead indicator of any sort.
As for projectile speed, the lasers in X-Wing series were much faster. I could hit a TIE while doing a tight turn with it sitting right in my front window. I can't here. Here I still have to lead it so far that I can't see the fighter anymore. But in reference to the heavier weapons, I'm not 100% sure on that. I know Ion cannon shots move a hell of a lot slower, but I don't know on the rest. Perhaps it would be nice if someone (like the devs) could shed some light onto the relative speed of the projectile from each weapon?
As for inertia, you may not be seeing it all that well because your using TIEs which are a lot better at manuevering and therefore better deceleration from a turn. The Y-Wing on the other hand I have noticed inertia. When I do a roll, it takes it a little bit to get up to speed, then once I release it takes a bit to stop. Same goes with throttle acceleration and deceleration.
FuryoftheStars wrote:
Dookay wrote:
Virtually none of this is true. No offense, but almost every flight sim, especially space based ones have lead indicators. Wing Commander, and even some of the X-wing series. Second boxes make a certain amount of difference, but from Tier 2 on, I feel that you can compete with most anything. As for projectile speed, that changes depending on the weapon and the weapon configuration, as does handling, none of the small craft have that much inertia, but the larger fighters and the multi-passenger ships are all very inertial. As for speed, that also increases. The projectile speed though is good because it allows manueverable ships to be hard to hit, and forces people with heavy weapons to be smart about the shots they take.
Zexc wrote:
They really need to increase the projectile speed , ive neever seen a twitched-based game that required so much leading that they actually had to add a "lead-indicater" to help with it. Jtls isent as twitched-based as the other star wars flight sims, how many skill boxes you have greatly outway how much skill your enemy has.
There is no visable lead indicator in X-Wing or X-Wing Alliance. The most it does is light up the reticle telling you that you have a high chance of hitting your target. You still had to do the visual line up yourself. As for Wing Commander, I don't know which one of the many they released your talking about, but I know the original one did not have a lead indicator of any sort.
As for projectile speed, the lasers in X-Wing series were much faster. I could hit a TIE while doing a tight turn with it sitting right in my front window. I can't here. Here I still have to lead it so far that I can't see the fighter anymore. But in reference to the heavier weapons, I'm not 100% sure on that. I know Ion cannon shots move a hell of a lot slower, but I don't know on the rest. Perhaps it would be nice if someone (like the devs) could shed some light onto the relative speed of the projectile from each weapon?
As for inertia, you may not be seeing it all that well because your using TIEs which are a lot better at manuevering and therefore better deceleration from a turn. The Y-Wing on the other hand I have noticed inertia. When I do a roll, it takes it a little bit to get up to speed, then once I release it takes a bit to stop. Same goes with throttle acceleration and deceleration.
My other observation is targeting as a gunner can be difficult when there are a lot of targets to choose from. In the XWA if I engaged 6 TIEs they were designated as Alpha 1, Aplpha 2, etc. But in JTl those 6 TIE's are just designated as TIE Fighter. Would it possible to alter the naming of these flight groups so we can employ a little more strategy in combat?
Other than that I am having a blast with JTL.
SaleusCorwen wrote:
Don't forget the Awesome Radar Xwing series has..
the JTL space radar pales in comparison..
ShaftDW wrote:
SaleusCorwen wrote:
Don't forget the Awesome Radar Xwing series has..
the JTL space radar pales in comparison..
Indeed. The rader and targeting were awesome. The sector map was also simple, straightforward and easy to use, unlike the confusing map in JTL.