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Team: Eminence Front
Main: Myrtok
Level: 1620
Class: Speed Demon

Joined: Sun Jan 13, 2008 3:43 am
Post Re: Gunners - Preliminary Change Notes
Aurora Ex Machina wrote:
Problems:

1) Players would simply aug for +hull and stack their ships full of launchers. If you could get 20 launchers (at size 50, possible) and fire missiles all at once, they would do.

If they did that, they wouldn't have room for guns, good shields, tractors, or good energy. Firing 20 missiles at once would require a pretty good sized bank. I like solutions that make the only limitations those of practicality rather than hard caps, etc. A dread with 20 good launchers would cost a fortune, and it would get smacked down by a dread with a better setup and better augs. Still, if hardcaps are the only answer, you could always limit launcher slots like you do with solar panel slots.

Aurora Ex Machina wrote:
2) We do need arming distances - for a different reason

Can you share what it is?

Aurora Ex Machina wrote:
3) At the moment the launchers have a set launch time - missiles can't effect this, without a lot of recoding.

Bummer

Thanks for the great responses to player ideas.

Oh, and since the crate thing was brought up after I deleted the idea from my original post, the idea was to make the crates take up more space, but to shoot the missiles directely out of them. It would have probably forced gunners to carry less missiles, not more. Currently, gunners can easily carry several crates of differing types with no problem, but they might have to toss an opened crate of one missile type before they would be able to open a different one. Then they would have to change hotkeys to launch the new missiles. Anyhow, the idea was unworkable, which is why I deleted it.

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Fri Sep 17, 2010 1:36 pm
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Team: Zephyr
Main: thebeast
Level: 2787
Class: Gunner

Joined: Sun Dec 14, 2008 11:32 am
Post Re: Gunners - Preliminary Change Notes
To be honest i don't much care for the idea of launching directly from the crate, i can see some issues arising as gunners will be able to fit more gear and or larger gear. there should be some kind of downside to wanting to use multiple missile types and opening crates seems to have worked pretty damn well so far.

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Fri Sep 17, 2010 2:35 pm
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Team: Strawberry Pancakes
Main: Laptop Boy
Level: 2982
Class: Gunner

Joined: Mon Jul 06, 2009 8:16 am
Location: Australia
Post Re: Gunners - Preliminary Change Notes
I think all of these ideas are very good. Should hopefully mean I can kill Condors without going through 100 tweaks! yay! :D :D :D

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Sat Sep 18, 2010 3:58 am
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Team: None
Main: Rogue Amoeba
Level: 2132
Class: Gunner

Joined: Sun Apr 27, 2008 9:15 am
Post Re: Gunners - Preliminary Change Notes
Aurora Ex Machina wrote:
2) We do need arming distances - for a different reason


Does this take into account the fact a dread gunner flies around at 50 to 60 speed and lands right in the middle of pack of AI in DG levels?

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Sat Sep 18, 2010 6:27 pm
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Team: None
Main: thebattler36
Level: 1791
Class: Shield Monkey

Joined: Sun Apr 24, 2005 3:24 am
Location: Glasgow, Scotland
Post Re: Gunners - Preliminary Change Notes
labrador_wow_wow wrote:
Aurora Ex Machina wrote:
2) We do need arming distances - for a different reason


Does this take into account the fact a dread gunner flies around at 50 to 60 speed and lands right in the middle of pack of AI in DG levels?



now you know what a DM feels like, except you have more shields >.> oh and ACALs

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Sun Sep 19, 2010 5:10 am
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Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
Level: 2468
Class: Berserker

Joined: Tue Dec 22, 2009 7:28 am
Post Re: Gunners - Preliminary Change Notes
My Engineer Rhino goes 180 speed with 3 General Operation Masteries :wink:

But I like the idea of arming distances, use a PWI if you land on top of AI, or a tractor, like Engineers does :D

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Sun Sep 19, 2010 5:48 am
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Team: None
Main: Rogue Amoeba
Level: 2132
Class: Gunner

Joined: Sun Apr 27, 2008 9:15 am
Post Re: Gunners - Preliminary Change Notes
Thanks, but i have a DM... unused since the major nerf from early '09 :?

As for using a PWI, it's not something everyone has. Tractoring is fine, but you're likely to get overwhelmed rather quickly in high level DG's.

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Sun Sep 19, 2010 5:52 am
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Team: None
Main: thebattler36
Level: 1791
Class: Shield Monkey

Joined: Sun Apr 24, 2005 3:24 am
Location: Glasgow, Scotland
Post Re: Gunners - Preliminary Change Notes
labrador_wow_wow wrote:
Thanks, but i have a DM... unused since the major nerf from early '09 :?

As for using a PWI, it's not something everyone has. Tractoring is fine, but you're likely to get overwhelmed rather quickly in high level DG's.


witches broomstick.

capship travel field

OBA

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Sun Sep 19, 2010 5:34 pm
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Team: Scy Logistics
Main: Grape
Level: 1306
Class: Seer

Joined: Sat Dec 05, 2009 10:06 pm
Location: Ohio
Post Re: Gunners - Preliminary Change Notes
gallows robber

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Sun Sep 19, 2010 5:35 pm
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Team: Capitalists
Main: Jeff Bobbo
Level: 2048
Class: Gunner

Joined: Sat Dec 08, 2007 4:19 pm
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Post Re: Gunners - Preliminary Change Notes
There's this thing people do... Seers, Snipers, and SDs like to do... It's called FLYING IN!

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Sun Sep 19, 2010 5:37 pm
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Team: Strawberry Pancakes
Main: shawn - mccall
Level: 2411
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Joined: Sun Jan 06, 2008 12:53 am
Post Re: Gunners - Preliminary Change Notes
Zekk wrote:
Also, increasing the number of types of missiles we can use runs us into the problem of the staggering amount of hull they could take up. six different types of missiles at 50 per crate, 3 space per missile... thats 900 space, which i doubt many gunners have (unless you want us augging dreads sup resist caly :mrgreen: ) just keep that in mind.
.


Ummmm.... you do know you should be choosing missiles appropriate to what you're doing right? Because if you aren't already you should go ahead and reclass because there is no hope for you. Also 900 space isn't bad I carry 300+ missiles around(quite comfortably actually) all the time and I'm in an HF which doesn't get near as much hull as a dread.

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Sun Sep 26, 2010 3:00 pm
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Team: None
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Joined: Tue Aug 28, 2007 12:03 pm
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Post Re: Gunners - Preliminary Change Notes
What he said ^^^ and also about the arming distance and people sitting on you, as a sniper as soon as I get spotted by a SD they come and sit on me, all I have is a broomstick and anyway gunners have main weapons as well as missiles where as my gunner just has main weapons so stop moaning, leave that up to me.

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Sun Sep 26, 2010 3:55 pm
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Team: Heaven
Main: =Neo=
Level: 2230
Class: Fleet Commander

Joined: Sat May 03, 2008 4:23 pm
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Post Re: Gunners - Preliminary Change Notes
Yea shawn has a good point, its impossible to gear against/for every damage type and be specialized at them all. Bring crates of what you need use what you need to use at that time. If your hull gets full toss the missiles. You bring what you need imho. :roll:

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Mon Sep 27, 2010 4:23 pm
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Team: Evo
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Joined: Sat Jul 31, 2010 4:58 am
Post Re: Gunners - Preliminary Change Notes
eeeeechoooooooooo eeeeeeechoooooooo

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Fri May 13, 2011 4:18 am
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Post Re: Gunners - Preliminary Change Notes
Quote:
5) Missiles / Fighters take a little bit to "wake up" because they're essentially AI - not sure how to get around this


I was just re-reading this post; it would make sense, it would even feel cool, to have a slight delay between pressing the launch button and the missile launching. Almost like the missile was blasting its way out a launch tube. Assuming you put in that delay, couldn't you activate the ai of the missile during that time, and by the time the missile actually appears, the AI is fully activated and rearing to go?

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Fri May 13, 2011 11:00 am
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