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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:  Minaskosai [ Thu Jan 29, 2009 7:24 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

JeffL wrote:
The reason I pose this is is because of the particle's that come off the bullets and the lag they cause. I'm adding more range to all the mag's generally, but don't want to add more range to these 5x weapons because that will also mean a lot more lag, unless we reduce the number of pellets.


if the problem is the particles, wouldn't it be better to fix the problem directly rather than mitigate it by reducing the number of bullets fired by some weapons?

Although it seems the consensus is more range/less bullets, It would still be nice to have some way to decrease the number so older computers can run the game easier without lagging, or even have the ability to remove particles entirely without deleting/renaming the files (thus rendering certain weapons invisible).

If done correctly, the elements that use them could still be shown most of the time, only decreasing when there are a large number of particles on screen.

Author:  Stooch [ Thu Jan 29, 2009 7:27 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Yeah Deno, was very upset when I deleted the particles as advised and suddenly Picks and BGs has invisible weapons.

Author:  Asmodeaan [ Thu Jan 29, 2009 7:47 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

JeffL wrote:
I will also change most other 5x weapons to have less pellets, but those are not used as widely, so I'm not bringing them up specifically.


Does this mean you will be revamping the Faranji Flower type items to be different? not many use them but i have 2 paragons that i use quite often and reducing the number of shots will seriously dampen the use of them.

Author:  JeffL [ Thu Jan 29, 2009 7:49 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

No, FF will stay the same.

Author:  Asmodeaan [ Thu Jan 29, 2009 7:56 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

JeffL wrote:
No, FF will stay the same.

thank the gods i was worried for awhile. i like the weapons as they are except for their size tbh XD

Author:  Uth Matar [ Thu Jan 29, 2009 8:19 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

if oyu really need to change something then make it 4 pallets . I always miss with that 5 anyeay ... Sugestion from someoen that you should see only one is idiotic ..

Author:  SimonV2 [ Thu Jan 29, 2009 8:42 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

I dont see the need to reduce the number of bullets, the multibullet is the whole point of the weapon. If you reduce the number of bullets, up the damage per bullet, and increase range, what do you have? A Z-spitter...

also, there should be no reason to choose between excomm and abs, they are different techs and much different powers.

All of the power of an excomm is in the mining control. Taking out the many bullets takes out the power and the coolness of firing so many bullets your eyes bleed with happiness. And they really dont cause that much lag.

Author:  villiroth [ Thu Jan 29, 2009 9:40 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

I say abs 5, excomm4, z-spitter 3.

beef the damage per bullet a slight bit on the excomm so the base damage is still the same.

This way as you upgrade you have to choose whether or not to make more use of mining control or have good dps out the box.

Author:  Stooch [ Thu Jan 29, 2009 9:51 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

villiroth wrote:
I say abs 5, excomm4, z-spitter 3.

beef the damage per bullet a slight bit on the excomm so the base damage is still the same.

This way as you upgrade you have to choose whether or not to make more use of mining control or have good dps out the box.

And it should always be ensured that the better version is better even with Mining control taken into account.

Abstructor damage +125 < Excomm Damage +100 < Z Spitter +75

If you get what I mean.

Author:  villiroth [ Fri Jan 30, 2009 12:01 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Aye, the z-spitter should always out dps the excomm and the excomm should always out dps abs.

People use excomms now because the uber for how easy they are to get.

Author:  Minaskosai [ Fri Jan 30, 2009 1:08 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

and also because the tracking on the Zebra Spitter sucks like nothing else :P

Author:  Jester_Motley [ Fri Jan 30, 2009 9:32 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

villiroth wrote:
People use excomms now because the uber for how easy they are to get.


People use excoms cause z-spitters are heavy fighter only, tracking sucks bawls, and they suck energy like an SUV sucks gas.

At least 2 and 3 you can aug to compensate for.

Author:  Max235 [ Sat Jan 31, 2009 6:46 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

I suggest to add new weapons that has like 3 pellets and more range, but plz don't remove 5 pellets weapons.

Author:  basebot [ Sat Jan 31, 2009 11:55 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

imo abs and excomm should stay the same.

i think abs and excomm are the weps meant for mining control, like Point Defense is for Rad Control, Mass Driver for phys control etc.

Author:  newman233 [ Sat Jan 31, 2009 3:46 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

basebot wrote:
imo abs and excomm should stay the same.

i think abs and excomm are the weps meant for mining control, like Point Defense is for Rad Control, Mass Driver for phys control etc.



yeah, but still, more range ftw.


Kanga

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