Author |
Message |
Jey123456
Dev Team
Team:
Main: Jey123456
Level: 3267 Class:
Fleet Commander
Joined: Fri Sep 24, 2004 11:51 pm Location: who knows ?
|
Re: Testing the new visibility system
even tho i cant deny i fear seer as well. its for the good reason xD. as far as im concerned, seer are far from overpowered, yes they can be strong in pvp. so what, they pay back in pvai.
Seer are easy to kill if you use flare, or a good radar >_>. a decent radar will detect them from a little distance. a few hundreds at most. but if you dont ignore radar all together in your setup and just use one to use a mod on it. seer are much more easy to see.
_________________ One of the first and proud flight controller.
Visit our website: http://www.ef-team.com
|
Tue Dec 08, 2009 7:43 pm |
|
|
smccarty
Officer
Team:
Main: capt. mac
Level: 2931 Class:
Speed Demon
Joined: Fri Jan 12, 2007 9:54 pm
|
Re: Testing the new visibility system
I never said it was over powered, I said that the fact of a weapons bullet that a seer does 66k dmg with a pretty much an automatic bonus be visable is asking for too much?
|
Tue Dec 08, 2009 7:53 pm |
|
|
crackaman
Team:
Main: Klestiko
Level: 1590 Class:
Seer
Joined: Mon May 22, 2006 12:21 am Location: B.C. -Canada
|
Re: Testing the new visibility system
smccarty wrote: I never said it was over powered, I said that the fact of a weapons bullet that a seer does 66k dmg with a pretty much an automatic bonus be visable is asking for too much? You can make it visible by using a better radar!
_________________
I may not agree with what you say but I will defend to the death your right to say it. -François-Marie Arouet
|
Tue Dec 08, 2009 8:09 pm |
|
|
chewbacker
Team:
Main: leonard Mccoy
Level: 2500 Class:
Berserker
Joined: Fri Mar 02, 2007 5:44 pm Location: Huntsville Al.
|
Re: Testing the new visibility system
Look people ,seers should be that hard to find... /insert big duh here But energy projectiles should be plenty visible...ALWAYS.... No matter what radar you are using. There should not be an invisible wep and ship as well. That's stacking the odds to high in one corner.
Oh and let me clarify one thing Klestiko....I have a seer so don't pull the class card on me like you did Mac. Leo
_________________ aw crap!!!! http://www.freezedriedpics.blogspot.com
|
Tue Dec 08, 2009 10:09 pm |
|
|
Russell
Team:
Main: Llessur
Level: 2808 Class:
Engineer
Joined: Sun Nov 20, 2005 4:26 pm Location: Feilding, New Zealand
|
Re: Testing the new visibility system
Invisible attacks are way overpowered in pvp. As for better radars, ships like panthers are small and good radars are large. However I was recently trundling along in my Dark Freighter, which has a decent radar and sheild 13k, when a seer appeared at point blank range and podded me. One shot. I had absolulely no warning and it was a one shot situation. I am not complaining as any other fighting ship could have killed me anyway. However I would be concerned if it was a genuine pvp situation. With reference to flares, they have a certain novelty value, but because of their abysmal range and speed a seer can easily avoid them. They only work against a novice or a dozey seer.
|
Wed Dec 09, 2009 1:02 am |
|
|
JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
|
Re: Testing the new visibility system
I'm very hesitant to make radars require you to be docked in order to equip/unequip them. I do think switching radars on the fly is a very valid game play element, especially with certain radars that are very powerful but take a ton of energy to run.
That being said, fixing the exploit with passive/active radars and pinging isn't very easily solvable any other way because there's nothing inherently special or identifiable about the tweaks you get from pinging.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
|
Wed Dec 09, 2009 3:22 am |
|
|
JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
|
Re: Testing the new visibility system
For the next patch, I've made it so it takes a second for your engines to generate full visibility so that visibility increases as you hold down your acceleration key and decreases when you don't. This means that if you just tap your engine for a tiny bit, you gain very little vis. Ships will also fade in, rather than just appear when they turn on their engines.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
|
Wed Dec 09, 2009 3:50 am |
|
|
TheKC
Team:
Main: TheKC
Level: 5 Class:
None
Joined: Tue Apr 07, 2009 4:44 am
|
Re: Testing the new visibility system
JeffL wrote: For the next patch, I've made it so it takes a second for your engines to generate full visibility so that visibility increases as you hold down your acceleration key and decreases when you don't. This means that if you just tap your engine for a tiny bit, you gain very little vis. Ships will also fade in, rather than just appear when they turn on their engines. I like that! and I am not even a SD!
|
Wed Dec 09, 2009 7:38 am |
|
|
pip8786
Site Admin / Dev Team
Team:
Main: PhoenixSun2
Level: 1392 Class:
Shield Monkey
Joined: Mon Jan 03, 2005 12:07 am
|
Re: Testing the new visibility system
JeffL wrote: I'm very hesitant to make radars require you to be docked in order to equip/unequip them. I do think switching radars on the fly is a very valid game play element, especially with certain radars that are very powerful but take a ton of energy to run.
That being said, fixing the exploit with passive/active radars and pinging isn't very easily solvable any other way because there's nothing inherently special or identifiable about the tweaks you get from pinging. I don't really think it makes sense to be able to equip/unequip a radar during flight. My thinking is a radar is a pretty big piece of hardware so doing that on the fly would be nearly impossible. Maybe we could add some time to equip/unequip things like that (I would include tractors but i think switching tractors often is too essential to gameplay for that to be feasible).
|
Wed Dec 09, 2009 10:00 am |
|
|
alexeeeeeee
Joined: Sun Nov 08, 2009 7:03 am
|
Re: Testing the new visibility system
If you make it impossible to equip a radar during flight, then I suggest you put in some more radar tweaks, something that drops from MF Reavers or so, just so that we have a way to make our radars even more powerful for a short period of time.
If you look at the Apollo tweaks, maybe they should give a radar bonus instead of energy regen?
Perhaps: Apollo's Scope: Radar + 100% for 10 seconds. Energy Recharge +50 for 10 seconds.
|
Wed Dec 09, 2009 10:09 am |
|
|
Dorin Nube
Team:
Main: Myrtok
Level: 1620 Class:
Speed Demon
Joined: Sun Jan 13, 2008 3:43 am
|
Re: Testing the new visibility system
JeffL wrote: For the next patch, I've made it so it takes a second for your engines to generate full visibility so that visibility increases as you hold down your acceleration key and decreases when you don't. This means that if you just tap your engine for a tiny bit, you gain very little vis. Ships will also fade in, rather than just appear when they turn on their engines. This will help stealthy SDs much more than seers or snipers. SDs generally only need to tap their thrust key for an instant to get up to insane speed. This also unbalances stealthy engines. Why use a low vis engine that takes a few seconds to get you up to speed when you could just use a more powerful, high vis engine that gets you up to speed before the visibility kicks in? Does using the new space brake add vis?
_________________
pip8786 wrote: Dorin Nube... you win the best post on the forums ever award. Well done.
HAL wrote: You are greedy and ignorant, you can't have everything in life for free.
|
Wed Dec 09, 2009 11:53 am |
|
|
LethalLoki
Member
Team:
Main: Getsuga Tenshou
Level: 1799 Class:
Berserker
Joined: Tue May 19, 2009 7:25 pm
|
Re: Testing the new visibility system
Dorin Nube wrote: Does using the new space brake add vis? yes it does
_________________ Qūzhújiàn de shìjiè, Shōugē jī ling hún
|
Wed Dec 09, 2009 1:23 pm |
|
|
kunta
Team:
Main: your mother and i
Level: 2647 Class:
Speed Demon
Joined: Sat May 14, 2005 12:27 pm Location: upper marlboro maryland
|
Re: Testing the new visibility system
I have a ping 500% radar, it doesn't increase my detection, nor does it increase my sight. I think it needs to be fixed because its not working for me
|
Wed Dec 09, 2009 2:21 pm |
|
|
saran
Team:
Main: goldstar-stations
Level: 2020 Class:
Engineer
Joined: Sun Nov 13, 2005 12:54 pm
|
Re: Testing the new visibility system
kunta wrote: I have a ping 500% radar, it doesn't increase my detection, nor does it increase my sight. I think it needs to be fixed because its not working for me remember passive radars arnt too great to start. but if you switched to a powerful radar right after you could increase that active radar 500%. thus the obvious brokenness.. perhaps there is some way to identify the ping bonus? or some way to make an identifier?
_________________
|
Wed Dec 09, 2009 7:34 pm |
|
|
Minaskosai
Joined: Mon Jun 05, 2006 4:03 am Location: Right Behind You!!!!
|
Re: Testing the new visibility system
Dorin Nube wrote: This will help stealthy SDs much more than seers or snipers. SDs generally only need to tap their thrust key for an instant to get up to insane speed. This also unbalances stealthy engines. Why use a low vis engine that takes a few seconds to get you up to speed when you could just use a more powerful, high vis engine that gets you up to speed before the visibility kicks in?
Does using the new space brake add vis? I have to agree with this somewhat . . . while having engines fade in has a definite aesthetic appeal, to be balanced they do need to fade in pretty fast, in my oppinion. Space Breaks add vis twice, when you press down the key, and when you release it (I think its' buggy) -- when you press it, your vis pops up, then goes down gradually . . .then when you release it, it does the same.
_________________ "So instead of 11 million dollars on the loose, we'll have 22?!" "Plus we are needing gas money."
|
Wed Dec 09, 2009 8:58 pm |
|
|
|