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Team: Strawberry Pancakes
Main: Trevor50
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Post Re: Issues with torpedoes
Thoraxs blow.

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Sun Aug 28, 2011 12:33 pm
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Team: Combustion
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Post Re: Issues with torpedoes
blacker2359 wrote:
Sounds like a good change tbh.

Only issue I had with torps it that you can not stop a sniper ZHT from hitting you, Unless you have a nearby planet or such. Can be very annoying.

But anyway, It sounds really cool for torps, I never knew they had that kind of coding xD


I think i have told you this already over 5000 times, you seers need to think outside the box. Use blockers, once you fire at the sniper from behind, blocker. then fire again & then blocker again. Only problem is your basing it on shit that happens in colo.

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Sun Aug 28, 2011 2:49 pm
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Post Re: Issues with torpedoes
Sorry, I forgot this needed a client patch. You should see them working correctly now.

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Sun Aug 28, 2011 2:49 pm
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Team: Combustion
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Post Re: Issues with torpedoes
Jeff what happend to V2 rockets? they travel at like 150 speed now =/

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Sun Aug 28, 2011 3:20 pm
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Post Re: Issues with torpedoes
All torpedoes should go faster now than they did before. (Which you'll only see after you get the client patch from today.) I made it so that the "burn time" of torpedoes are now modified by your range augs and range skills. If you have negative range for some reason, then your torpedoes will go slower than they used to.

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Sun Aug 28, 2011 8:19 pm
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Team: Matrix
Main: Asmodeaan
Level: 282
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Joined: Wed Nov 14, 2007 11:57 pm
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Post Re: Issues with torpedoes
JeffL wrote:
All torpedoes should go faster now than they did before. (Which you'll only see after you get the client patch from today.) I made it so that the "burn time" of torpedoes are now modified by your range augs and range skills. If you have negative range for some reason, then your torpedoes will go slower than they used to.


Which most people do? there's a TON of -range augs in use by lots of players. also take into account the -35% range on the DS overloader.


edited for oops.

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Last edited by Asmodeaan on Sun Aug 28, 2011 9:55 pm, edited 1 time in total.

Sun Aug 28, 2011 9:30 pm
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Team: Heaven
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Post Re: Issues with torpedoes
-35%, but yea I agree with your sentiment.

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Sun Aug 28, 2011 9:31 pm
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Post Re: Issues with torpedoes
If you have negative range...

-35% range from DS OL, then +40% from augs = faster torpedo.

The current aug math means you'd need more +range to counter -range. Can it be made so +/- range modifications are equal for just torps? Like, to cancel -35% range from the Silent Death, you exactly +35% range(ZoFR no counting).

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Sun Aug 28, 2011 10:00 pm
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Team: Dark Traders
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Post Re: Issues with torpedoes
Battlecruiser23 wrote:
If you have negative range...

-35% range from DS OL, then +40% from augs = faster torpedo.

The current aug math means you'd need more +range to counter -range. Can it be made so +/- range modifications are equal for just torps? Like, to cancel -35% range from the Silent Death, you exactly +35% range(ZoFR no counting).


No. That's so ad hoc it's not even legitimate as a solution. But still, consider that many Speed Demons do find themselves with a net negative range modifier even if they aren't using a DS, simply due to Dogfighting.

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Sun Aug 28, 2011 10:34 pm
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Post Re: Issues with torpedoes
anilv wrote:
Battlecruiser23 wrote:
If you have negative range...

-35% range from DS OL, then +40% from augs = faster torpedo.

The current aug math means you'd need more +range to counter -range. Can it be made so +/- range modifications are equal for just torps? Like, to cancel -35% range from the Silent Death, you exactly +35% range(ZoFR no counting).


No. That's so ad hoc it's not even legitimate as a solution. But still, consider that many Speed Demons do find themselves with a net negative range modifier even if they aren't using a DS, simply due to Dogfighting.



The ZoFR comment means skills, since, it is, a skill. Dogfighting would not affect the speed. However, if you use a Vulture aug(since I know that for sure reduces range), you will get a torp speed reduction.

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Sun Aug 28, 2011 10:39 pm
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Team: Zephyr
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Post Re: Issues with torpedoes
Now this is what I have been gettingf or 2+ days now I sat in a DF 70 DG with just 3 BFD's before I got fedup with the lack of hits and threw down other drones not to metion I almost died 5 times in a Meaver DG i've hit 3 times this uni. Its BS and has made my mopst readily avaible High damage drone utterly useless. I mean go lok theres two topics on this already call for it to be changed back.


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Sun Aug 28, 2011 11:51 pm
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Team: Strawberry Pancakes
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Post Re: Issues with torpedoes
Yay, the only thing you can hit with a BFD now is a stationary drone or unattached base! Yay for decent stuff now sucking ass.

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Sun Aug 28, 2011 11:58 pm
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Post Re: Issues with torpedoes
I saw a player using BFD's and they were hitting BG's with every single shot, so it's clearly not true that the only thing they can hit are bases. It would be more useful to say what they can and can't hit now so we can consider what adjustments to make.

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Mon Aug 29, 2011 12:20 am
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Post Re: Issues with torpedoes
JeffL wrote:
I saw a player using BFD's and they were hitting BG's with every single shot, so it's clearly not true that the only thing they can hit are bases. It would be more useful to say what they can and can't hit now so we can consider what adjustments to make.


Jeff dont listen to their whining,
they can still kill seers just fine
theyre just sad cuz SDs are harder
which IMO is a good thing, SDs need a break

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Mon Aug 29, 2011 12:26 am
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Post Re: Issues with torpedoes
The interesting thing to me is that with the change to the burn time and the aiming during acceleration now, torpedoes with +range will be a lot faster and way better are hitting things around the middle of their total range than anything else. When you have mag cannons being the best at hitting things at their farthest range, and pulse guns best at hitting things close in, it makes a nice balance with everything.

Yes, it's a "nerf" to torpedoes hitting things at long range, but a buff to torpedoes hitting things, especially SD's, at medium range.

I actually think it's a really good change to the game. I accept that people will complain about, and am willing to discuss it, which is why we have this thread. I actually think that the suggestion in the other thread about increasing torpedo damage somewhat to compensate is a much better idea than simply reverting to the previously buggy code.

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Mon Aug 29, 2011 12:32 am
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