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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:  basebot [ Mon Feb 02, 2009 11:34 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

newman233 wrote:
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


i don't care, i love my mining control 25'd excomms. and i have uber range with them :) so i don't need more range

Author:  kunta [ Mon Feb 02, 2009 8:03 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

JeffL wrote:
Badgerlost wrote:
Any augs getting nerfed?


I have no plan to change any of the augs stats at this time.


If mags are getting range
zeus+ will need a change if excom also gets range
or something else needs to be changed. i am sorry, i am SD oriented in the brain

Author:  xcelticwarriorx [ Mon Feb 02, 2009 8:18 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

why would z+ need a change? it works fine as it is

Author:  Stooch [ Mon Feb 02, 2009 8:42 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

kunta wrote:
JeffL wrote:
Badgerlost wrote:
Any augs getting nerfed?


I have no plan to change any of the augs stats at this time.


If mags are getting range
zeus+ will need a change if excom also gets range
or something else needs to be changed. i am sorry, i am SD oriented in the brain


You think thats bad, gunners will soon be raping Platties while using a Frigate and 2 Abstructors.

Author:  Kyrle [ Tue Feb 03, 2009 4:46 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Wow, I cant believe I'm reading this. Once agian, you take a problem with an easy solution and over-complicate the solution. If your worried about lag LOWER THE PARTICLES, NOT THE PELLETS. Lets not change what doesnt need to be changed. And lets fix the real problem, rather than cover a leaky hole with a leaky plug.

Its already been stated and requested many times that there be a cap (possibly player editable for their client) to the number of particles that can be visible. Again, if the problem is [video] lag, fix the source of the [video] lag (particles), not the stats of only 2 weapons of many that has the same problem... I seen that FF isn't going to be fixed in this manner, yet it produces WAY more lag than an excom or abs EVER will. This makes NO sense in any way.

Just so I'm clear... fix the particles, not the stats... fix it right or leave it be.

Author:  villiroth [ Tue Feb 03, 2009 4:58 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Kyrle wrote:
Wow, I cant believe I'm reading this. Once agian, you take a problem with an easy solution and over-complicate the solution. If your worried about lag LOWER THE PARTICLES, NOT THE PELLETS. Lets not change what doesnt need to be changed. And lets fix the real problem, rather than cover a leaky hole with a leaky plug.

Its already been stated and requested many times that there be a cap (possibly player editable for their client) to the number of particles that can be visible. Again, if the problem is [video] lag, fix the source of the [video] lag (particles), not the stats of only 2 weapons of many that has the same problem... I seen that FF isn't going to be fixed in this manner, yet it produces WAY more lag than an excom or abs EVER will. This makes NO sense in any way.

Just so I'm clear... fix the particles, not the stats... fix it right or leave it be.


hes got a point.

Author:  Kratos [ Wed Feb 04, 2009 5:55 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

add a bit of RoF? not much, but just enough to make up for it. idk.

Author:  JeffL [ Wed Feb 04, 2009 7:15 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

OK, I will leave them as they are.

Controlling the number of particles is something we will likely have in client2, but it's not worth it at this point to try to make a system to do that in the current client.

Author:  basebot [ Thu Feb 05, 2009 12:30 am ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

JeffL wrote:
OK, I will leave them as they are.

i love you jeff.

Author:  newman233 [ Thu Feb 05, 2009 12:43 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Shame, ZS like weapons would pwn at lower lvls


Kanga

Author:  Nukeacow [ Thu Feb 05, 2009 9:30 pm ]
Post subject:  Re: Excom & Abstructor: trade number of pellets for more range?

Leave it 5, Or at least change it back to 5 when C2 hits so computers will be able to handle it. Besides, you said the only reason to add range was to balance out augs not stacking, how much more range could someone get? Like 100? That's not much lag at all.

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