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Asmodeaan
Member
Team:
Main: Asmodeaan
Level: 282 Class:
Berserker
Joined: Wed Nov 14, 2007 11:57 pm Location: Edmonton alberta Canuck country
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Re: Issues with torpedoes
revert it.
_________________
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Fri Oct 14, 2011 12:13 am |
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shawn_mccall
Team:
Main: shawn - mccall
Level: 2411 Class:
Fleet Commander
Joined: Sun Jan 06, 2008 12:53 am
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Re: Issues with torpedoes
Lol, do you not know how this works yet? The admins implement it under the pretense of "We'll just see how you all like it." then unless 20 or so people threaten to quit, whether or not the change was dumb(like in this instance, where it even came with a graphical bug), it will not be reverted. You are simply not raging enough to make a difference. I would like it to be reverted as well, but it's not something I would quit over so I will just admit defeat on this one.
_________________
Neba wrote: BLACK PEOPLE DON'T GET RICE
andezrhode wrote: goett wrote: All oly ships look way to geometrically conservative for my tastes. thats because most graphic designers are squares
goett wrote: Fired bullets taste like candy.
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Fri Oct 14, 2011 12:22 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
I'm not raging. Just waiting for an admin response since this the thread where we are supposed to provide feedback.
_________________ (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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Fri Oct 14, 2011 11:27 am |
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playerboy345
Team:
Main: playerboy345
Level: 2035 Class:
Berserker
Joined: Sat Jul 04, 2009 10:25 am Location: The Netherlands
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Re: Issues with torpedoes
Asmodeaan wrote: revert it.
_________________
JeffL wrote: because we can and it looks really cool
The Voomy One wrote: Quote: Runescape, Allows you to change your name every 30 days. Runescape sucks so it doesnt count
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Fri Oct 14, 2011 12:16 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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Re: Issues with torpedoes
This "bug" has been around for a long time. So long that changing it now is a case of "If it isn't broken, don't fix it." The changed code causes more problems than the old code.
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Sat Oct 15, 2011 7:48 am |
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Javatech
Team:
Main: Omen
Level: 1555 Class:
Seer
Joined: Wed Dec 09, 2009 10:23 am
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Re: Issues with torpedoes
Visorak wrote: This "bug" has been around for a long time. So long that changing it now is a case of "If it isn't broken, don't fix it." The changed code causes more problems than the old code. I miss you too.
_________________
Never™
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Sun Oct 16, 2011 10:23 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
Visorak wrote: This "bug" has been around for a long time. So long that changing it now is a case of "If it isn't broken, don't fix it." The changed code causes more problems than the old code. Not to mention that while torpedos weren't working the way they were originally intended, the mechanic fit in well with the rest of the game. There was no reason to make the change, and now it's penalizing the wrong classes. Why should close-fighting SD be penalized and long range Sniper become harder to hit? I'm not arguing for a Sniper beef but surely this is backwards if anything.
_________________ (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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Sun Oct 16, 2011 11:36 am |
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Chaosking3
Team:
Main: Spatzz
Level: 2402 Class:
Engineer
Joined: Mon Jul 27, 2009 12:40 am
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Re: Issues with torpedoes
It was not a direct nerf or beef to any class so painting it as one is just silly. The by-products of this entirely groundless change to the game has effected classes but we should stay focused on the fact that the change in and of itself was ill thought out, uneeded and indeed harmful so should be reverted.
_________________
JeffL wrote: Come have sex with me in space, my lord
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Sun Oct 16, 2011 12:32 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
When a change comes in and I can no longer kill Zebras, Platties, and Battlestations with accustomed ease, that would be what you call a nerf.
But never mind that, the point is that the change has had only negative effects on the game and ought to be reverted.
_________________ (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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Sun Oct 16, 2011 10:21 pm |
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Chaosking3
Team:
Main: Spatzz
Level: 2402 Class:
Engineer
Joined: Mon Jul 27, 2009 12:40 am
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Re: Issues with torpedoes
Quote: But never mind that, the point is that the change has had only negative effects on the game and ought to be reverted.
_________________
JeffL wrote: Come have sex with me in space, my lord
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Mon Oct 17, 2011 11:12 am |
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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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Re: Issues with torpedoes
Just to give a response so you know I'm reading the thread and not ignoring it... I don't have a really strong opinion on this either way, though I do think the "fixed" way is a lot more interesting and looks better than the previous broken way. I think faster torpedoes flying in a straight line make for better game play than slower, super-tracking torpedoes that you have nearly no chance to dodge. I also like how the new tracking code kind of makes torpedoes better for fighting large slower targets. We should leave magcannons and lasers as the weapons of choice vs small fast targets.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Mon Oct 17, 2011 2:40 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
JeffL wrote: Just to give a response so you know I'm reading the thread and not ignoring it... I don't have a really strong opinion on this either way, though I do think the "fixed" way is a lot more interesting and looks better than the previous broken way. I think faster torpedoes flying in a straight line make for better game play than slower, super-tracking torpedoes that you have nearly no chance to dodge. I also like how the new tracking code kind of makes torpedoes better for fighting large slower targets. We should leave magcannons and lasers as the weapons of choice vs small fast targets. Thanks for checking in. I agree that long-range super-tracking torpedoes aren't really fair. However, it's just not true that the new code makes torpedoes worse against small fast targets. It is really really difficult to dodge them at close to medium range. It already took some skill to fly in such as way that you could still damage your target while dodging their torpedoes, but now it's just a nightmare. Before, you could at least get in close and run circles so that the torpedoes lagged behind you, but now they head straight for your ship every time. How about torpedos are given three stages instead of two: keep the original straight-line stage, give them a decent tracking stage, and then let them burn out in a straight line as they do now. I know it seems overly complicated, but as much as the infinitely tracking torpedoes were bad, the instant-tracking ones are no better. There's got to be a way to make this change without seriously messing with short- or long-range styles of play.
_________________ (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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Mon Oct 17, 2011 3:03 pm |
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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
Aww. I liked killing nooby panthers with my Dynamic/Evil Torp.
_________________ Axis Industries
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Mon Oct 17, 2011 3:37 pm |
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Chaosking3
Team:
Main: Spatzz
Level: 2402 Class:
Engineer
Joined: Mon Jul 27, 2009 12:40 am
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Re: Issues with torpedoes
The 3 stage idea would make torpedoe weapons incredibly difficult to use. A reversion would be best.
_________________
JeffL wrote: Come have sex with me in space, my lord
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Mon Oct 17, 2011 4:44 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
Chaosking3 wrote: The 3 stage idea would make torpedoe weapons incredibly difficult to use. A reversion would be best. Thought you would approve, to be honest. It would make them behave like the did before the change for all but rather long range targets, and track slightly better than they do now against long range targets. The only thing that would be different is you would no longer have extremely long range torps (BFDs and Snipers, mainly) that have crazy tracking for a crazy long time, essentially able to chase down any target but a Speed Demon. It also sounds like Jeff sufficiently against the above situation (and I tend to agree) that it's pointless to keep asking for a complete reversion. I feel that if torps don't have that behavior and also don't instantly track like they currently do, everyone can be happy with them.
_________________ (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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Mon Oct 17, 2011 6:24 pm |
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