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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
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Firing visibility
We are experimenting with something on test where AI's always get to see whatever ship just shot them as long as that ship has any added firing visibility no matter how far away or cloaked that ship is. This is to make AI's a little less stupid when they are getting hit at long range by things they can't see.
Also, we're probably going to adjust the strength of the sniper analysis a little bit. Just forewarning people.
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Thu Dec 23, 2010 4:39 pm |
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basebot
Team:
Main: Diabolus
Level: 1941 Class:
Berserker
Joined: Wed Feb 13, 2008 9:25 am Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer
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Re: Firing visibility
For how long will they "always" see you?
_________________ I recently got Warp 4, told the people in Sol about it. Admin response:
got a new ship for my alt:
Last edited by basebot on Fri Dec 24, 2010 4:31 am, edited 1 time in total.
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Thu Dec 23, 2010 4:41 pm |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Firing visibility
JeffL wrote: Also, we're probably going to adjust the strength of the sniper analysis a little bit. Just forewarning people. Stronger or weaker? basebot wrote: For how long will they "always" see you? Fixed it
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Thu Dec 23, 2010 4:43 pm |
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Klestiko
Joined: Fri Jul 24, 2009 12:55 am
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Re: Firing visibility
Remember Jeff.
Seers.
I know you have a one track mind and tend to forget about everything else when working on a specific thing.
Sniper is not the only class that relies on stealth.
Seers.
Seers.
SEERS.
Got it? K, good.
_________________
Simon, Talking about the Admins and I wrote: Well someone has to play the devil if they are the gods.
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Thu Dec 23, 2010 4:52 pm |
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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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Re: Firing visibility
They will only see you for as long as you have firing vis, which means this shouldnt effect Seer's at all. A sniper will be seen as long as he's firing, which means he will have to stop firing when/if the AI gets too close.
_________________ For support, please create a support ticket here.
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Thu Dec 23, 2010 5:41 pm |
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thejob
Team:
Main: Master Baits
Level: 1711 Class:
Shield Monkey
Joined: Mon Jun 05, 2006 3:32 am
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Re: Firing visibility
This nerf to sniper analysis; how bad is it going to be? Is it going to be a significant nerf or just a slight nerf? What i mean by a significant nerf is by cutting the rof and damage by half.
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Thu Dec 23, 2010 7:22 pm |
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Katherine
Team:
Main: Grape
Level: 1306 Class:
Seer
Joined: Sat Dec 05, 2009 10:06 pm Location: Ohio
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Re: Firing visibility
Im still not understanding why a person, sitting really far away from something and analyizing its weaknesses, would suddenly start shooting faster instead of just doing much more damage.
EDIT: Also, instead of a % display, can we have something that sounds cool like Enemy Weak Point Spotted. or such? lol
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Thu Dec 23, 2010 9:52 pm |
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Ninja-Deano
Team:
Main: Deano!!
Level: 2565 Class:
Berserker
Joined: Fri Oct 26, 2007 9:41 pm
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Re: Firing visibility
Katherine wrote: Im still not understanding why a person, sitting really far away from something and analyizing its weaknesses, would suddenly start shooting faster instead of just doing much more damage.
EDIT: Also, instead of a % display, can we have something that sounds cool like Enemy Weak Point Spotted. or such? lol She speaks the motherflipping truth, 100%
_________________
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Fri Dec 24, 2010 1:03 am |
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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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Re: Firing visibility
thejob wrote: This nerf to sniper analysis; how bad is it going to be? Is it going to be a significant nerf or just a slight nerf? What i mean by a significant nerf is by cutting the rof and damage by half. What we have been discussing so far is reducing the RoF bonus from 100% to 50%. Not sure if it's been fully decided yet though.
_________________ For support, please create a support ticket here.
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Fri Dec 24, 2010 2:56 am |
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Demiser of D
Team:
Main: Demiser of D
Level: 20 Class:
None
Joined: Tue Jun 07, 2005 6:46 pm Location: Listening to Fire On High, best song ever.
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Re: Firing visibility
Makes sense. As for the visibility thing...i dont know. I DO know that it will make soloing ubers much harder, if not impossible. Once they see you, they tend to fly over to where you are...and even if they dont, you wont be able to hold enough DPS on them to break them. Essentially, we now need something else to hold their attention for a while...and if they cant dodge because the uber has beams, we're pretty much stuck with using a zerker for that. Ho, hum
_________________
JeffL wrote: That's it. I quit!
Battlecruiser23 wrote: Fuck you, Cygnus.
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Fri Dec 24, 2010 2:58 am |
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SimonV2
Team:
Main: Si's_Yes_Man
Level: 2266 Class:
Fleet Commander
Joined: Tue Apr 05, 2005 7:27 pm
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Re: Firing visibility
what you need is a Decoy item that takes the interest of ai for a while.
Like in MDK
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Fri Dec 24, 2010 4:10 am |
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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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Re: Firing visibility
Quote: As for the visibility thing...i dont know. I DO know that it will make soloing ubers much harder That's pretty much the whole idea with this change.
_________________ For support, please create a support ticket here.
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Fri Dec 24, 2010 4:34 am |
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jeff mc beth
Team:
Main: Jeff Bobbo
Level: 2048 Class:
Gunner
Joined: Sat Dec 08, 2007 4:19 pm Location: Not where you are right now
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Re: Firing visibility
Can't you just make the AI poke around where the firing is coming from? Like if there are dropped items/credits, but no one is visible, that would be much cooler. I know it may well be harder, but the result is so much more great, and it gives more complex and awesome AI.
_________________
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Fri Dec 24, 2010 6:14 am |
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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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Re: Firing visibility
We have talked about that too but it would be a LOT more work for something that will basicly give the same effect.
Also, if the AI went flying to where the shot came from it would be extremely easy to lure AIs out. Shoot them once from 4k away and wait for them to fly out there while you have moved to a safe distance. While for example spawns wont have any idea where you are.
_________________ For support, please create a support ticket here.
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Fri Dec 24, 2010 7:28 am |
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Utumno
Member
Team:
Main: Utumno
Level: 20 Class:
None
Joined: Thu Nov 29, 2007 9:53 pm Location: South-Western Germany
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Re: Firing visibility
Seer will ofc suffer quite a bit, but as far as I can tell most of the players that are Seer nowadays won't even notice it - so it shouldn't really matter. (afaik you don't play Klestiko)
For the dps nerf; Why do you try to fix it over the RoF?
Atm I hit with a normal Lion V2 (without any 'goodies') for 795k damage; My next aug setup will put that to close to 700K damage - but then at over 5,5k range. I see already how I can put 500K damage at just over 10k range; there are people out who can do much better. So we keep this till players start to one-shot permanent drones in enemy player gals (without the bases shooting them) in masses and complain?
The fix on this side is in the same order dps wise as the now mentioned RoF nerf while keeping the higher elec cost.
The ability of AIs to see you always when you fire will put an end to most Sniper vs. AI activity especially in case of ubers. Ofc this will please the Berserkers.
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Fri Dec 24, 2010 12:21 pm |
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