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Excom & Abstructor: trade number of pellets for more range?
http://www.starsonata.com/forum/viewtopic.php?f=9&t=30415
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Author:  JeffL [ Thu Jan 29, 2009 2:27 am ]
Post subject:  Excom & Abstructor: trade number of pellets for more range?

I'm giving more range to all the mag cannons, but I'm worried about more client lag from those with 5 pellets, like the Abstructor and the Excom. Would you like to see them get more range at the expense of fewer pellets? (Total DPS will remain the same, the remaining pellets will just do more each.)

You'll be able to hit more things but mining control will have less effect.

Author:  gulletar [ Thu Jan 29, 2009 2:50 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Personally I don't mind excoms and abs the way they are. I don't feel much lag on my now 2 year old computer running a Nvidia GeForce 7600 GT card. However, I do realise excomm lag is a big problem for some, so I won't be a baby about it if you do decide to change them :P

Author:  The Voomy One [ Thu Jan 29, 2009 2:53 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

I fully agree to this. I did just this with the weapon for Vultures, it was based on another weapon but I lowered the amount of bullets it fires and compensated by increasing the damage instead, to prevent it from causing too much lag.

I say 3 bullets.

Author:  Battlecruiser23 [ Thu Jan 29, 2009 3:00 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

what about Vazaha Cannon? iirc, that thing has 6 bullets

Author:  The Smiley One [ Thu Jan 29, 2009 3:03 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Battlecruiser23 wrote:
what about Vazaha Cannon? iirc, that thing has 6 bullets

Dont think anyone MF's 5 of those, or use em as high lvl speed demons :)

Author:  Lancer [ Thu Jan 29, 2009 5:19 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

But part of the power of excomms is getting the mining control bonus, which it would lose 40% from. Well at least i think mining control works by adding 25 per shot. Cant say I like that but if its an issue of lag, the extra bonus isnt going to do much good when you can barely control yourself.

It would also make excomms alot more useful vs bases with tit, lac or ada damps, with the increased damage per shot, though perhaps not so much ada damps.

Author:  Battlecruiser23 [ Thu Jan 29, 2009 7:37 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Lancer wrote:
But part of the power of excomms is getting the mining control bonus, which it would lose 40% from. Well at least i think mining control works by adding 25 per shot. Cant say I like that but if its an issue of lag, the extra bonus isnt going to do much good when you can barely control yourself.

It would also make excomms alot more useful vs bases with tit, lac or ada damps, with the increased damage per shot, though perhaps not so much ada damps.


think someone tested excomms against his base(unteamed ofc) and found that if damp is better than mining+, then excomm is worthless against it.

that might have been 1 excomm, or 5, idk exactly what number, but he didnt even register 1 damage against that base.

Author:  Stooch [ Thu Jan 29, 2009 7:50 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Battlecruiser23 wrote:
Lancer wrote:
But part of the power of excomms is getting the mining control bonus, which it would lose 40% from. Well at least i think mining control works by adding 25 per shot. Cant say I like that but if its an issue of lag, the extra bonus isnt going to do much good when you can barely control yourself.

It would also make excomms alot more useful vs bases with tit, lac or ada damps, with the increased damage per shot, though perhaps not so much ada damps.


think someone tested excomms against his base(unteamed ofc) and found that if damp is better than mining+, then excomm is worthless against it.

that might have been 1 excomm, or 5, idk exactly what number, but he didnt even register 1 damage against that base.

Doesnt matter how many excomms you use, Dampeners have a damage soak so they make the multi pellet excomm worthless. By lowering pellet number and increasing damage it is more likely to hit through the damage soak.
I know that when we were tearing a galaxy to shreds Wasup moved an Ada mining damp in and suddenly I was the only person even registering a hit on the base.

Author:  Takuhi [ Thu Jan 29, 2009 8:37 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

When it comes to MF lag, why not code it so that only 5 bullets can be seen, but the damage for each bullet is equal to how many weapons are equipped. Similarly, the mining control should emulate 25 bullets, even though only 5 can actually be seen.

Or something like that. Unless people only really go for MF so that they can show off the amount of bullets they can fire...

Author:  Minaskosai [ Thu Jan 29, 2009 8:56 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

isn't the problem with the excoms not so much that there are 30-40 of the bullets on screen, but that there are 300-400 particles in the trails left by them?

Author:  Demiser of D [ Thu Jan 29, 2009 10:21 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

WILL the damage be increased? Or no? If yes, then i say yes. If no....you get it.

Author:  Stooch [ Thu Jan 29, 2009 10:23 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Demiser of D wrote:
WILL the damage be increased? Or no? If yes, then i say yes. If no....you get it.

Reread Jeffs post, particulary this bit:
TheJeffyOne wrote:
(Total DPS will remain the same, the remaining pellets will just do more each.)

Author:  urjuhh [ Thu Jan 29, 2009 10:24 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

still... less pellets means less bonus from mining control

Author:  Stooch [ Thu Jan 29, 2009 10:40 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

urjuhh wrote:
still... less pellets means less bonus from mining control

I was firing 5 pellets for about 600 total damage. I would be willing to have 550 total damage to gain 50% range.
Also the higher base damage on the pellets means that there is more to be multiplied by class and aug bonuses rather than just stacking mining control on top.

Author:  newman233 [ Thu Jan 29, 2009 10:52 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

3 pellets at 50% more range please Jeff :wink:




That would be handy


Kanga

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