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Trihin
Team:
Main: Qu'Kuu
Level: 524 Class:
Berserker
Joined: Mon Jul 13, 2009 12:16 am
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Re: Issues with torpedoes
Perhaps I could suggest a halfway between the old and new ways? haven't played in a while, but what if torps tracked normally during the early phase, then once they reach what is currently the "cutoff" on the tracking, they lose 4/5 of their tracking instead. So great tracking at first, which drops to low (but not zero) tracking at long range.
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Wed Sep 07, 2011 9:44 pm |
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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: Issues with torpedoes
That sounds like a decent compromise.
_________________
JeffL wrote: That's it. I quit!
Battlecruiser23 wrote: Fuck you, Cygnus.
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Wed Sep 07, 2011 10:07 pm |
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Russell
Team:
Main: Llessur
Level: 2808 Class:
Engineer
Joined: Sun Nov 20, 2005 4:26 pm Location: Feilding, New Zealand
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Re: Issues with torpedoes
Wouldn't it be more logical for torpedos to have terminal homing?
No tracking for the first part of their run then they start looking for a target and home on that.
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Wed Sep 07, 2011 10:20 pm |
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ELITE
Team:
Main: Lemon
Level: 2187 Class:
Engineer
Joined: Wed Sep 29, 2010 10:14 pm
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Re: Issues with torpedoes
Because Russell, it appears that if the admins manage to find something that they messed up on years and years ago, it's better to "fix" it and break a whole bunch of things then just let it go.
_________________ Me!
Teh Meo
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Wed Sep 07, 2011 10:57 pm |
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Olus
Team:
Main: Kilando
Level: 1292 Class:
Shield Monkey
Joined: Tue Feb 02, 2010 9:19 pm
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Re: Issues with torpedoes
what lemon said
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Fri Sep 09, 2011 12:11 am |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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Re: Issues with torpedoes
Bump. I've gotten pretty tired of getting clobbered by Zebra AI on my SD.
Since torpedos now track from the start, it's become more difficult to avoid the shots at close range (while it's now easier to avoid them at long range). The only class I can think of that particularly benefits from dodging ZHT at close range is Speed Demon (since others either use longer range, low vis, or couldn't dodge them to begin with). So I see the change as a penalty mostly to Speed Demon and not really affecting the other classes much. It has certainly become more difficult for me to kill Zebras using close-range weapons such as 3-shot, even though I was quite good at dodging before the change.
I would like to know if the change was intended to hurt SD over the other classes. If so, that's fair although I don't think SD required a nerf at this time and would be interested to hear the reasons for it. If not, it would be nice to have some input in how the change could be tweaked so that SD does not get nerfed unnecessarily. I'm fairly confident that either the code or the weapons could be adjusted to keep the spirit of the change while not ruining close-range SD combat.
I also think Llessur makes a decent point. The way torps used to behave by having a blastoff period followed by tracking just works. It's possible to dodge them at very close range and at far range, but you will get clobbered in the middle.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Tue Oct 11, 2011 12:44 am |
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Neba
Joined: Thu Sep 16, 2010 10:15 pm Location: Sumner Washington
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Re: Issues with torpedoes
V2 cant kill nothin now so er yea
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Tue Oct 11, 2011 12:58 am |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Issues with torpedoes
How about giving SD's +projectile speed on pulses? That way your close-range fighting is easier and dodging torps becomes less of an issue.
_________________ http://www.fanfiction.net/u/1408128/Demiser_of_D
landswimmer wrote: ALL HAIL CYG THE MESSIAH!
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Tue Oct 11, 2011 1:39 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Issues with torpedoes
Cygnus wrote: How about giving SD's +projectile speed on pulses? That way your close-range fighting is easier and dodging torps becomes less of an issue. Or having a new T20 SD ship thats specifically designed around faster pulses. Too many nub panthers and DS's.
_________________ Axis Industries
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Tue Oct 11, 2011 2:58 am |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Issues with torpedoes
Battlecruiser23 wrote: Cygnus wrote: How about giving SD's +projectile speed on pulses? That way your close-range fighting is easier and dodging torps becomes less of an issue. Or having a new T20 SD ship thats specifically designed around faster pulses. Too many nub panthers and DS's. No, that would be too limited to solve this problem, which is global.
_________________ http://www.fanfiction.net/u/1408128/Demiser_of_D
landswimmer wrote: ALL HAIL CYG THE MESSIAH!
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Tue Oct 11, 2011 9:04 am |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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Re: Issues with torpedoes
Cygnus wrote: How about giving SD's +projectile speed on pulses? That way your close-range fighting is easier and dodging torps becomes less of an issue. I don't think this would solve the problem at all. The point is that it's very difficult to approach and circle a Zebra AI now if you also have to aim a pulse in its direction.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Tue Oct 11, 2011 11:26 am |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Issues with torpedoes
Well, the idea is that with increased pulse speed it would be easier to hit them with the pulses so you would have more attention devoted to dodging. I would assume that since a SD can go faster than their torps, then assuming you can dodge them at all you could avoid them fairly easily as long as you can just get your damage in there.
_________________ http://www.fanfiction.net/u/1408128/Demiser_of_D
landswimmer wrote: ALL HAIL CYG THE MESSIAH!
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Tue Oct 11, 2011 4:20 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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Re: Issues with torpedoes
Cygnus wrote: Well, the idea is that with increased pulse speed it would be easier to hit them with the pulses so you would have more attention devoted to dodging. I would assume that since a SD can go faster than their torps, then assuming you can dodge them at all you could avoid them fairly easily as long as you can just get your damage in there. I just don't know why you keep bringing up this suggestion. No one who has an endgame SD (pardon me if you do and I don't know of it) has voiced any particular fondness for it. Added tracking to pulses that aren't of the 3-shot class would be decent, but again that's not really what this thread is about. Torpedos start tracking right out of the gate and stay that way for a while. It is very difficult to get close to a Zebra (but not so close that it uses its lasers) and stay in there without taking damage. I used to approach at a slight angle to avoid the first salvos of torps, circle around sharply, and finish them off. That strategy has been nerfed rather severely and I am simply asking why.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Tue Oct 11, 2011 4:26 pm |
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Neba
Joined: Thu Sep 16, 2010 10:15 pm Location: Sumner Washington
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Re: Issues with torpedoes
What the fuck PC users got caspian border beta so fucked up
_________________
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Tue Oct 11, 2011 4:40 pm |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Issues with torpedoes
anilv wrote: Cygnus wrote: Well, the idea is that with increased pulse speed it would be easier to hit them with the pulses so you would have more attention devoted to dodging. I would assume that since a SD can go faster than their torps, then assuming you can dodge them at all you could avoid them fairly easily as long as you can just get your damage in there. I just don't know why you keep bringing up this suggestion. No one who has an endgame SD (pardon me if you do and I don't know of it) has voiced any particular fondness for it. Added tracking to pulses that aren't of the 3-shot class would be decent, but again that's not really what this thread is about. Torpedos start tracking right out of the gate and stay that way for a while. It is very difficult to get close to a Zebra (but not so close that it uses its lasers) and stay in there without taking damage. I used to approach at a slight angle to avoid the first salvos of torps, circle around sharply, and finish them off. That strategy has been nerfed rather severely and I am simply asking why. Honestly, no SD has even given an opinion on my idea. The trouble with strategies like yours is that they are based on things working in a very specific way. Change almost anything and it will be disrupted to some extent. I believe that this is a circumstance where you will just have to find a new strategy... That's why i suggested this. If it were done properly, then you could zoom in at a slightly higher angle and pirouette around your target and they'd be dead in roughly the same amount of time. At least, that's the general idea.
_________________ http://www.fanfiction.net/u/1408128/Demiser_of_D
landswimmer wrote: ALL HAIL CYG THE MESSIAH!
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Tue Oct 11, 2011 11:55 pm |
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