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Joined: Mon Jul 19, 2010 1:43 pm
Post Gunners ~ Come GET SOME!
Well, my loyal small band of merry Gunners, that time has arrived. That time when forking over 1,000,000 credits for AI just to shoot them down, that time where you never got invited to the cool kid's parties... it has gone. Now, we shall have fun as gunners, as Adum intended!

As promised, a little later than expected, so apologies:

New Missiles

Note: All types come in three sizes, varying their tech level, and their sizes range from 1 to 16.

  • Flare: +VIS debuff
  • Disruptor: -SHIELDCHARGE debuff
  • Entanglement: -SPEED debuff
  • Disintegrator: -RESIST_ALL debuff
  • Bunkerbuster Torpedo: Capital only mining damage + push effect
  • Burst: AOE mining damage
  • Interference: -RADAR AOE debuff **Needs Testing please**
  • Decoy Torpedo: No weapon, but large shields with ++hostility mods
  • MIRV Torpedo: splits into x3, x4 or x5 smaller warheads
  • Vortex Torpedo: creates a -push effect centred on target
  • Gatling Platform: Capital only stationary platform that fires x10 missiles in sequence
  • Lancer Missile: Long range only that uses heat ray + AOE heat explosion


All will be on test, in Ordnance Command, Lyceum.

Bugs:

  • MIRVs currently don't self-destruct if tractored away from AI, thus spawning infinite missiles. Will be fixed before going anywhere near live server. Fixed.
  • Splash damage doesn't impart tweaks (-radar in particular) ~ unknown if fixable at this time. Not fixable.
  • Decoys aggro? Do they build it correctly?

Stuff that needs feedback:

  • Speed of missiles, esp vrs players - in particular the -tweak ones. Can it track + outrun a SD?
  • Likewise: radar strength ~ are the new missiles able to find anyone?
  • General damage feed-back
  • Whatever else you can think of

Other ninja-type buffs / changes:

  • Shield strength across the board increased
  • Radar strength across the board increased
  • Kinetic missiles slight speed reduction (will penalise AI more than players)
  • AP missiles slight speed increase


Production / Factories

Factory mechanics are worked out: since gunners are already an expensive class (1 mil for 25 missiles you burn through in minutes) the new missiles are made somewhat differently.

(Kinetic or AP Crate, I, II, II) * (1 or 2 or 3) + Nuclear Waste = New missile Crate.

e.g.

Code:
   <BASE class="itemconverter">
    <INIT>
      <NAME>Medium MIRV Torpedo Production</NAME>
      <RARITY>exotic-specialized</RARITY>
      <DESCRIPTION>Birds pre-prepped and set to launch in a lunch box nano-factory</DESCRIPTION>
      <COST>500</COST>
      <WEIGHT>18000</WEIGHT>
      <SPACE>10</SPACE>
      <TYPE>none</TYPE>
    </INIT>
    <VALUES>
     <TECHLEVEL>17</TECHLEVEL>
     <WORKERS>100</WORKERS>
      <REPLACETYPE>Ammo Crate - Medium Kinetic Type III</REPLACETYPE>
      <REPLACETYPE2>Nuclear Waste</REPLACETYPE2>
     <GENERATETYPE>Ammo Crate - Medium MIRV Torpedo</GENERATETYPE>
      <GENERATECOST>100</GENERATECOST>
      <GENERATEINTERVAL unit="s">600</GENERATEINTERVAL>
      <REPLACEQUANTITY>2</REPLACEQUANTITY>
     <REPLACEQUANTITY2>15000</REPLACEQUANTITY2>
    </VALUES>
  </BASE>


To cut down on BPs, factories etc, new missile crates will only come in 1 type / missile, giving 8, 12, 15, 20 or 25 missiles, depending on type. So, you'll need the first tier of crate production to produce them, but no other expense or cost. Building the new factories will be a one off cost, and will reflect that.


Last edited by Aurora Ex Machina on Sat Mar 17, 2012 2:56 pm, edited 12 times in total.

Thu Mar 15, 2012 7:28 pm
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Gunners ~ Come GET SOME!
First.

Ugh. Now I'm forced to choose between playing SS or ME3.

Guess I'll be spending my weekend in test.

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Thu Mar 15, 2012 7:29 pm
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Team: Aidelon
Main: goldstar-stations
Level: 2020
Class: Engineer

Joined: Sun Nov 13, 2005 12:54 pm
Post Re: Gunners ~ Come GET SOME!
Aurora Ex Machina wrote:
Well, my loyal small band of merry Gunners, that time has arrived. That time when forking over 1,000,000 credits for AI just to shoot them down, that time where you never got invited to the cool kid's parties... it has gone. Now, we shall have fun as gunners, as Adum intended!

As promised, a little later than expected, so apologies:

  • 12 new missile types, split between level ranges [3 / tier]. Might be more. I'm kinda excited about gunners currently. Jeff might have to stop me making too many new ones.
  • Capital only missiles -- fear them. For they are large, slow and powerful. Missiles? Nope.. they're proper torpedoes.
  • PvP missiles - speed nerfs, shield nerfs, regen nerfs, flares... you want to PvP? Gunners are now your friend. Getting pwned? Lay down an interference missile and gtfo of dodge!
  • What was that? You want to lay down some AOE blast damage and nuke them from orbit? Yeah... Blast missiles have you covered.
  • So, you're not convinced? Tired of AI and players shooting your piddly little missiles easily? Try a MIRV. Death from above: 3 / 4 / 5 spilt death that looks cool & makes speed demons and snipers cry. Take that, you cocky little Icepick using it's plasma to ruin your DPS!
  • Base missiles. Ye, they sucked. Now they don't. Now they'll pwn stuff for real. And they put more in the air, and come at you a lot quicker.
  • Capital ships throwing out attack platforms? Hell yes! DMs get their kicks out of stationary blobs, Fleet Commanders have their slaves. Now you have aggressive, angry, bite me, push-me-away-before-I-die, suicidal bombers!
  • Did I mention launch numbers? Oh... I think I should. They might have been raised!
  • And, for those moments when you have to gank-every-crack-loving-Paxian-lover in the room, you can loose off a Vortex Bomb, and suck them all in. For that nice follow up Blast missile.
  • And no, we've not forgotten the fact you use an Excom until level 1k, and then are stuck with a Zebra Hoof torpedo or KWVs. There's gear. Shiny, shiny, shiny gear...



Coming on test this weekend.



FUCK yes! I guess ill use my Gunner for the first time in 2 years lol. Thanks for the chance. Where will we find the stuff to test out when the test server is updated?

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Thu Mar 15, 2012 7:54 pm
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Team: None
Main: Spartanski Smok
Level: 2432
Class: Gunner

Joined: Thu Dec 16, 2010 2:42 pm
Location: Equestria
Post Re: Gunners ~ Come GET SOME!
Thank you I'm resubbing right now. Anyways, KMWs on gunner? Ew. So far no gunner with KMWs could hurt mine.

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Thu Mar 15, 2012 7:55 pm
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Team: Eminence Front
Main: __
Level: 2482
Class: Berserker

Joined: Fri Jun 06, 2008 11:38 pm
Post Re: Gunners ~ Come GET SOME!
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Thu Mar 15, 2012 8:11 pm
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Gunners ~ Come GET SOME!
Spartanski Smok wrote:
Thank you I'm resubbing right now. Anyways, KMWs on gunner? Ew. So far no gunner with KMWs could hurt mine.

http://www.starsonata.info/builds.php?m ... up&ID=1506

By baby will wreck you.

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Thu Mar 15, 2012 8:14 pm
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Joined: Mon Jul 19, 2010 1:43 pm
Post Re: Gunners ~ Come GET SOME!
When I've worked out the kinks (we're on rough mechanics draft atm) I'll put everything in Ordnance / Lyceum, for free.


The best bit is that this is all working on local nicely, and there's not too much balancing. I'll have to crank out some factories etc, but otherwise it's smooth sailing (the tough bit was getting the hard stuff like MIRVs done).


Oh... forgot:

  • Missiles will be getting smaller, however some of the new ones will fill that hull gap, and be quite large


Thu Mar 15, 2012 8:14 pm
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Gunners ~ Come GET SOME!
Will we be seeing any changes to the actual Gunner skills this weekend?

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Thu Mar 15, 2012 8:16 pm
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Team: Heaven
Main: Paxx
Level: 2918
Class: Berserker

Joined: Mon Mar 14, 2011 4:44 pm
Location: Californication
Post Re: Gunners ~ Come GET SOME!
I am kinda disappointed that the gunner focus skills are not going to be changed, and are going to be damage type specific.

What content are being added for gunners to utilize all damage types?

What damage type are missiles categorized in and how does that play in to ship resistances?

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Thu Mar 15, 2012 8:17 pm
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Team: None
Main: Spartanski Smok
Level: 2432
Class: Gunner

Joined: Thu Dec 16, 2010 2:42 pm
Location: Equestria
Post Re: Gunners ~ Come GET SOME!
Griffin wrote:
Spartanski Smok wrote:
Thank you I'm resubbing right now. Anyways, KMWs on gunner? Ew. So far no gunner with KMWs could hurt mine.

http://www.starsonata.info/builds.php?m ... up&ID=1506

By baby will wreck you.


Got a problem? Xii couldn't kill me, so I doubt you'll even poke me.

However, the new missiles might force me to change my gunner's setup eww

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Thu Mar 15, 2012 8:22 pm
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Post Re: Gunners ~ Come GET SOME!
Skill changes will take a little longer, as they require both code and extensive balancing. So far, the idea that gunners will MF x2 at around ~10 rather than 20 has been getting favourable press.

The missiles have multiple damage types:

  • Debuff types are generally energy based, but do negligible damage anyhow
  • Blast (AOE) are mining
  • Melting (-Resistance) are radiation, but reduce all resistances
  • MIRVs are physical, although this is likely to be changed / balanced
  • Capital Slugs are physical
  • Plasma Storms are heat, with fire parasites
  • Capital Bombers have whatever weapons we put on them


Sorry, but no skill changes this weekend. Don't be disappointed! Be happy, change is coming!


Thu Mar 15, 2012 8:26 pm
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Gunners ~ Come GET SOME!
The only qualm I would have about MF'ing more than 2 is hull. I already have to Aug offensively while FC's can just throw on Caly+'s yet only carry 1 weapon. If the devs are going to have MF 2 at level 10, please give Gunner more hull or limit MF to 2 somehow.

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Thu Mar 15, 2012 8:39 pm
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Team: None
Main: Spartanski Smok
Level: 2432
Class: Gunner

Joined: Thu Dec 16, 2010 2:42 pm
Location: Equestria
Post Re: Gunners ~ Come GET SOME!
Griffin wrote:
The only qualm I would have about MF'ing more than 2 is hull. I already have to Aug offensively while FC's can just throw on Caly+'s yet only carry 1 weapon. If the devs are going to have MF 2 at level 10, please give Gunner more hull or limit MF to 2 somehow.


Good one. My gunner has 2.5k/2.5k hull and has no fucking room to scoop anything, and this effects my shm's aug setup.

Erm, no, not when I use lincins, cuz I can't use both lincins and mining weps at the same time.

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Thu Mar 15, 2012 8:41 pm
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Team: Matrix
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Level: 282
Class: Berserker

Joined: Wed Nov 14, 2007 11:57 pm
Location: Edmonton alberta Canuck country
Post Re: Gunners ~ Come GET SOME!
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Thu Mar 15, 2012 9:37 pm
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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Gunners ~ Come GET SOME!
...
You know that look when a kid gets their first present on christmas....
Times that by.... over 9000....
Someone will have to strap me down before I start braking stuff out of pure excitment....
A change of pants will also be needed....

AEM.... you.... you are my beloved dev.... I shall hold you close to my heart from this day on...
:mrgreen: :mrgreen: :mrgreen:

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Fri Mar 16, 2012 1:48 am
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