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Team: Pax Romana
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Post Red Giants in dgs.
Ugh. If it was not for the fact my dg ship is a tank of a sniper, I wouldn't be able to stand the initial volleys of MF Pick and Triple MF Forgone shots.

Was this intentional? I've found them all across the DF's, from w2 to deep perilous. It really messes up the slow stealth classes to be 500 vis as a seer or 2k with sniper when you're normally 5-30 for either.

It reminds me of the time where seers had to whine and cry until they were removed.

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Thu Nov 17, 2011 1:49 pm
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Team: Eminence Front
Main: Radia
Level: 1101
Class: Speed Demon

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Post Re: Red Giants in dgs.
That's another odd thing about suns in c2. Those radioactive suns were not as common in c1 and they did no damage.

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Thu Nov 17, 2011 1:54 pm
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Post Re: Red Giants in dgs.
I agree the frequency of high vis levels in dg's is way high and deadly if you are exploring new dg's and of course the game gets boring if your not exploring new areas.

This is true for my sniper and my seer.


Mon Dec 19, 2011 12:04 am
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Team: Heaven
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Post Re: Red Giants in dgs.


Please, OH GOD, Please remove these god damn suns in DGs that are bigger than the sol sun. My weapon accuracy in DGs was like 95% in SS1. In SS2 with the introduction of these massive suns and the Z axis, im down to like 20% if I really try.

Please consider this, because I shoot the AI and my weps go straight through them because they get to close to a sun and start shooting upwards in the vertical direction.

Its annoying as fuck, not to mention the consequence for low vis classes.

- Paxx

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Mon Dec 19, 2011 12:12 am
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Post Re: Red Giants in dgs.
Visorak wrote:
That's another odd thing about suns in c2. Those radioactive suns were not as common in c1 and they did no damage.


And they weren't that much of a vis increase. That was the high point of 30 with my sniper, 4-6 with my seer.

I stopped dging with my seer, and started to use my pwi again, for WARP TWO DGS.

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Mon Dec 19, 2011 12:29 am
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Post Re: Red Giants in dgs.
from what i remember radioactive suns were pretty frequent, but they do need to be reduced in size it's a bit ridiculous. Or just remove the weps not knowing what to do with the z axis.

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Mon Dec 19, 2011 2:58 am
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Post Re: Red Giants in dgs.
why not sit the sun a bit below the ships in the z axis. You still know its there without the speed bump effect. When ai retreat to the sun its impossible to hit.


Mon Dec 19, 2011 3:07 pm
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Post Re: Red Giants in dgs.
AgentZer0 wrote:
why not sit the sun a bit below the ships in the z axis. You still know its there without the speed bump effect. When ai retreat to the sun its impossible to hit.


Think about it. A big red HIGH VIS sun in a dg. Now try using your sniper or seer and dg with it around.

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Mon Dec 19, 2011 3:23 pm
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Post Re: Red Giants in dgs.


please please please please remove this now, the sun is bigger than my fucking face! Mainly because I have a 32 inch screen... Also big suns ruin DGs which are meant to be for grinding. The coding allows for AI to kill me and for my shots to miss unless im like RIGHT on top of the AI.

Which is bullshit.

Regular galaxies (where there's not 8 MFx3 forgies attacking me) > DGs


Attachment:
big sun.JPG


D:

- Paxx



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Tue Dec 20, 2011 5:36 am
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Post Re: Red Giants in dgs.
Oh and the sun is ALWAYS right next to BOTH warps. /rage :evil:

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Tue Dec 20, 2011 7:12 pm
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Post Re: Red Giants in dgs.
I never understood why Star Sonata had suns that add visibility, it really just nerfs seers and snipers until they're useless. You never see Zerks or DM's get a disadvantage depending on what gals they're in, and they're the most powerful classes!

I could understand if there were permanent drones that could add luminosity or disable cloaks were ingame, but suns just mess things up. There have been too many times where I have died to this problem.

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Wed Dec 21, 2011 4:58 pm
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Post Re: Red Giants in dgs.
On the contrary, a dark sun gal can be very annoying for a tightly-packed Zerk with no room to unequip panels.

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Thu Dec 22, 2011 2:27 pm
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Post Re: Red Giants in dgs.
anilv wrote:
On the contrary, a dark sun gal can be very annoying for a tightly-packed Zerk with no room to unequip panels.


Tbh, Combat Focus should just give a +20% hull bonus at CF20 instead of the current thing.

That'd solve a lot of problems, and perhas make it a bit more viable for the endangered animal called a Solo Zerk.

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Thu Dec 22, 2011 5:51 pm
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Post Re: Red Giants in dgs.
No thanks.

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Thu Dec 22, 2011 6:01 pm
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Post Re: Red Giants in dgs.
how do you think it feels when you drones dont get moved on the z axis, but you are, so you and autopilot are out of sync with drone positions, so you cant scoop them till you go round blindily pressing "scoop"

AND the suns damage the drones, really nice to nearly lose drones to it :P


Fri Dec 23, 2011 7:12 am
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