Forums » General

On the subject of 'rocket ramming'

«123
May 23, 2003 Hunter Alpha link
What I meant to say was that when a ship dies it should have a more damaging explosion. I know when bots explode close to you they do damage to your ship what I'm suggesting is an extension of this so that the rockets splash damage + the damage the dying ships explosion does should kill the attacker.

And the rocket arena comment was a bit over the top but it could happen.
May 23, 2003 Whistler link
Hunter: Oh, ya thats clearer. I could see that working so long as the person who's ship explodes doesn't get credit for the kill if his ship's blast kills his opponent. There's still the lemming aspect, but we'll always have that.

I like the javelin idea, regardless of how it is implemented. I'd like it to make a comical hollow "doink" sound when it hits.
May 24, 2003 Arolte link
I think the quickest fix would be to increase the reload time of the sunflares themselves. The repeat rate of the sunflares right now is completely ridiculous. Group two, three, or four sunflares together and hold down the fire key. It feels like you're firing a rocket machinegun! While it won't be the ultimate solution to rocket ramming, it will help by giving the victim a better chance of escaping. The Prometheus itself also needs to be slow in agility; perhaps just the slightest bit quicker than a Ragnarok. But for the sake of staying on topic I think changing the reload time would go a long way.
May 24, 2003 The Kid link
I'd like the rockets get a 1 second fuse, and if during that 1 second it has a direct hit, it will deal 500 or 1000 damage to the opponent and 0 to yourself, but why would you try to do that when you have energy weapons and railguns? Its just a thing to keep realism when some weapon hit it deals damage.
May 24, 2003 slappyknappy link
...this is the thread that never dies...

I think one reason that this is even a problem is because right now the only way to fight is a dog-fight. You get close and shoot each other. Slower ships get close and rocket. Agile ships get close and use energy weapons. And to complicate things, the only way to know when you are being closed on is to watch the radar for brighter red dots.

If some of the many good ideas suggested elsewhere were implemented (better sensors, alarms when you are targeted, reputation systems, various gizmos) there will be more depth, which will allow people to deal with "rocket rammers" better. Rocket ramming will still be allowed, and could still be used as a valid tactic, but the "surprise rocket-ram with no consequences" will be eliminated.
May 25, 2003 Nalar link
I wont play again untill "rocket-ramming" is addressed. The prom autogat and rocket ram is lame. There needs to be a fuse.
May 25, 2003 SirCamps link
There's nothing wrong with the prometheus using an adv. gatling. That combo is sure to get your prom killed by any skilled pilot in a valk with either tachs, gravs, or gauss. Rocket ramming is easily enough avoided. "Lame" is too generic of a term.
May 25, 2003 Arolte link
The problem is the ships themselves. Not the weapons.
May 25, 2003 Pyro link
"...this is the thread that never dies... "
This is the thread that never ends! Yes, it goes on and on, my friends! Somebody started posting and [insert the other words here]!
Whee... :P