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How about this, energy weapons come out of the barrel at 1.5x the speed they normally go, but then quickly go back down to the speed they go now?
Hey now there's an idea. You think the whole idea of decelerating projectiles will work on rockets too?
"How about this, energy weapons come out of the barrel at 1.5x the speed they normally go, but then quickly go back down to the speed they go now?"
:)
That's really grasping I think.
How about we do something simple like up the speed of tachyon's by 20m/s and maybe decrease the cycle rate on the graviton so that fire more often than the tachyon and returns to being the brutal power hog it once was. I suspect then we'd see alot of people using gravs for the high damage, tachyons for the accuracy, and gauss for the hard hitting single shot and the ease of aiming them during a frantic furball.
Rather than assuming that any weapon should be THE weapon, why don't we assume that all of them can be made useful? Rather than yelling and whining about how the only real players use the weapon that we use, why don't we accept that rocket players and graviton players, and heck plasma cannon players can all be different cool styles.
I happen to like the Sunflare. I think it is pretty close to balanced and if it isn't, that it can be fixed with tiny changes in available ammo or similar small easy to implement changes. I'm inclined to feel that tri-gauss is cheesy, and that energy weapon players have less skill than rocket players (*wink*), but I don't think anyone has ever heard me suggesting that the new gauss should be nerfed nor do I feel that people who like using cheesy weapons like gauss should have thier choice taken away from them. No, the gauss is finally where it should have been all along - deadly and feared. We just need to make little changes, not big ones.
:)
That's really grasping I think.
How about we do something simple like up the speed of tachyon's by 20m/s and maybe decrease the cycle rate on the graviton so that fire more often than the tachyon and returns to being the brutal power hog it once was. I suspect then we'd see alot of people using gravs for the high damage, tachyons for the accuracy, and gauss for the hard hitting single shot and the ease of aiming them during a frantic furball.
Rather than assuming that any weapon should be THE weapon, why don't we assume that all of them can be made useful? Rather than yelling and whining about how the only real players use the weapon that we use, why don't we accept that rocket players and graviton players, and heck plasma cannon players can all be different cool styles.
I happen to like the Sunflare. I think it is pretty close to balanced and if it isn't, that it can be fixed with tiny changes in available ammo or similar small easy to implement changes. I'm inclined to feel that tri-gauss is cheesy, and that energy weapon players have less skill than rocket players (*wink*), but I don't think anyone has ever heard me suggesting that the new gauss should be nerfed nor do I feel that people who like using cheesy weapons like gauss should have thier choice taken away from them. No, the gauss is finally where it should have been all along - deadly and feared. We just need to make little changes, not big ones.
I never go rails only, it's a sitting dock, rail is just a pickoff weapon to give me a slight advantage.
I love how a valk starts to run and just blows up, wooo.
And rails are pretty hard to aim.
I love how a valk starts to run and just blows up, wooo.
And rails are pretty hard to aim.
Well, i think that sunflare players are prolly better then energy people...
Except the Rocket Rammers, which unfortunately make up 90% of the rocketing population.
I must say im getting annoyed with being rammed by loads of sunflares whilst the valk just sails past. VERY annoying, as i die within a second or two, only hitting him a few times with my Tachs.
Increase the speed and range for the energy weapons, and decrease the power output. This results in lasers being powerful enough to engage and take on sunflare rocket-rammers.
OR.
Make rockets damaging to the person who fired them. So if you hit yourself with your own rocket, ur fuxx0red.
This would probably be better, because if you made the energy's good enuf to combat rammers, then nice, friendly, skilled rocket'ers would just get boned.
Except the Rocket Rammers, which unfortunately make up 90% of the rocketing population.
I must say im getting annoyed with being rammed by loads of sunflares whilst the valk just sails past. VERY annoying, as i die within a second or two, only hitting him a few times with my Tachs.
Increase the speed and range for the energy weapons, and decrease the power output. This results in lasers being powerful enough to engage and take on sunflare rocket-rammers.
OR.
Make rockets damaging to the person who fired them. So if you hit yourself with your own rocket, ur fuxx0red.
This would probably be better, because if you made the energy's good enuf to combat rammers, then nice, friendly, skilled rocket'ers would just get boned.
"Well, i think that sunflare players are prolly better then energy people..."
How do you come by this conclusion? In my experience there is no correlation, other than a lot of less skilled players rocket ram which you excluded.
How do you come by this conclusion? In my experience there is no correlation, other than a lot of less skilled players rocket ram which you excluded.
Wooot!! Hehe, go Eldrad!
"Make rockets damaging to the person who fired them. So if you hit yourself with your own rocket, ur fuxx0red."
They do. especially hornets eat a lot of splash. I think valks get less splash though.
and dodge the rockets. If they ram you, then you should be returning fire at the same time, so they should die as well (your fire + splash).
Now... rocket ammo should affect agility at some later point in game. Energy weapon users will have the agility advantage, unless there is maybe only 1 or 2 pairs of rockets left. At empty rockets, rocket players should have an agility advantage (just the launcher, but no ammo, rocket launcher itself should be simpler than energy guns).
They do. especially hornets eat a lot of splash. I think valks get less splash though.
and dodge the rockets. If they ram you, then you should be returning fire at the same time, so they should die as well (your fire + splash).
Now... rocket ammo should affect agility at some later point in game. Energy weapon users will have the agility advantage, unless there is maybe only 1 or 2 pairs of rockets left. At empty rockets, rocket players should have an agility advantage (just the launcher, but no ammo, rocket launcher itself should be simpler than energy guns).
A simple idea to limit rocket ramming is to put a max of 1 sunflare per ship...
then u dont have to run when triple rocket valk or 4 rocket hornet run on u....
Then we will see more ppl learning to fight with energy guns... or maybe using lil ship with 1 s slot and 1 sunflare.... (as the bus)
But anyway since u can say "the sunflare is the best weapon" or "sunflare ppl are the best player" that's because it's too imbalanced.... great splash damage... with 3 u triple ur wounds etc.... and it just take like 3-4 hours to learn how to use sunflares easily
then u dont have to run when triple rocket valk or 4 rocket hornet run on u....
Then we will see more ppl learning to fight with energy guns... or maybe using lil ship with 1 s slot and 1 sunflare.... (as the bus)
But anyway since u can say "the sunflare is the best weapon" or "sunflare ppl are the best player" that's because it's too imbalanced.... great splash damage... with 3 u triple ur wounds etc.... and it just take like 3-4 hours to learn how to use sunflares easily
I came to this conclusion that i find it harder to kill with rockets then i do with Energy. Forgive me if im wrong, its my fifth day playing today. Thats just my opinion. If you dont like it, dont dispute it. Just say you disagree, and you think somthing. Dont act as if you are right and i am wrong, its a matter of opinion..
laugh, my typo again. I ment, make rockets MORE damaging to the person who fired them then they are to who got hit with them. So say you do 10 damage with "Leq_Rocket_alpha" to your target.
You should take 15 damage from it.
laugh, my typo again. I ment, make rockets MORE damaging to the person who fired them then they are to who got hit with them. So say you do 10 damage with "Leq_Rocket_alpha" to your target.
You should take 15 damage from it.
Leqiator: I happen to agree. And sometimes they already do do more damage to you than to what you are shooting at. Rockets are trickier to use well than some people give credit for. It's easy to get up close to someone and blast the both of you. Its alot harder to hit someone and not take damage yourself. They are slow and inaccurate. They will maintain your velocity vectors when fired, which throws off most new players aim. How your ship is moving is probably more important to where they go than thier own 55 m/s velocity. They are almost useless when back peddling or barrel rolling. The best rocket wielders are fairly veteren players, and the real trick to a so called 'rocket ram' is doing it without hurting yourself as much as the target. The real trick to being good with the rockets is have more tricks in your bag than just a rocket ram.
One of the reasons that rockets often do more damage to you than what you are shooting at, is that the rockets warhead is not completely 'dumb' - but it doesn't do anything to avoid hurting who shot it. It blows up when it percieves that the target it has locked to has moved farther away than it was at the time it locked on it, or whenever it contacts the target whichever comes first. This means if you fire at a target thats boosting away from you, your rockets will probably go off almost as soon as you fire. You will take maximum damage. Your target will take minimum damage. If your targets pretty decent he probably snaped shot a pair of guass or sunflares into you before turning away, and so you are definately coming out the loser on the exchange.
One of the reasons that rockets often do more damage to you than what you are shooting at, is that the rockets warhead is not completely 'dumb' - but it doesn't do anything to avoid hurting who shot it. It blows up when it percieves that the target it has locked to has moved farther away than it was at the time it locked on it, or whenever it contacts the target whichever comes first. This means if you fire at a target thats boosting away from you, your rockets will probably go off almost as soon as you fire. You will take maximum damage. Your target will take minimum damage. If your targets pretty decent he probably snaped shot a pair of guass or sunflares into you before turning away, and so you are definately coming out the loser on the exchange.
FOR
cheesewhiz? that should be the reason you all should be for this! THE CHEESEWHIZ!
cheesewhiz? that should be the reason you all should be for this! THE CHEESEWHIZ!
FOR
and an Idea (2 really) for rockets:
*1* Rockets leave the tubes at half the top speed and reach top speed within 10 seconds. (due to acceleration)
~OR~
*2* Rockets leave the tubes at top speed, but decelerate at an exponential rate halfway through their lifespan. (due to loss of propellant)
and an Idea (2 really) for rockets:
*1* Rockets leave the tubes at half the top speed and reach top speed within 10 seconds. (due to acceleration)
~OR~
*2* Rockets leave the tubes at top speed, but decelerate at an exponential rate halfway through their lifespan. (due to loss of propellant)
"*1* Rockets leave the tubes at half the top speed and reach top speed within 10 seconds. (due to acceleration)"
I have all sorts of problems with this.
1) When is the last time you hit something smaller than the frigate 10 seconds away? How often do you think you ever would even if your weapon lasted 10 seconds?
2) The speed of rockets in the range you are talking about is relatively unimportant. A rockets actual speed is primarily determined by how fast you are moving when you fire them. You use a rocket almost like a dive bomber - dropping toward the target and then veering away at the last second. If the rockets speed was halfed that wouldn't stop people from performing cheesy tactics, and in fact it would encourage cheesy tactics because nothing else would work.
3) The accelleration given is to low to be important. It's moving all of 9 m/s faster after 3 seconds or so. Big deal. Its 18 meters further along than it would have been. That's an insignificant amount compared to a targets ability to move during those 3 seconds. It certainly doesn't make up for the missing 90 meters the rocket lost by starting slowly, therefore there isn't much point at shooting this rocket except at point blank range.
Not that I'm opposed to accelerating rockets, I've even suggested them before ('streak rockets'), but such a rocket needs to accelerate at several times the rate you suggest and have a top speed of around turbo speed before its acceleration advantage is even going to be noticable.
"*2* Rockets leave the tubes at top speed, but decelerate at an exponential rate halfway through their lifespan. (due to loss of propellant)"
As above, but even worse. The only usage for such a weapon would be as a ram. I thought the idea was to discourage the use of the rocket as a ram?
I have all sorts of problems with this.
1) When is the last time you hit something smaller than the frigate 10 seconds away? How often do you think you ever would even if your weapon lasted 10 seconds?
2) The speed of rockets in the range you are talking about is relatively unimportant. A rockets actual speed is primarily determined by how fast you are moving when you fire them. You use a rocket almost like a dive bomber - dropping toward the target and then veering away at the last second. If the rockets speed was halfed that wouldn't stop people from performing cheesy tactics, and in fact it would encourage cheesy tactics because nothing else would work.
3) The accelleration given is to low to be important. It's moving all of 9 m/s faster after 3 seconds or so. Big deal. Its 18 meters further along than it would have been. That's an insignificant amount compared to a targets ability to move during those 3 seconds. It certainly doesn't make up for the missing 90 meters the rocket lost by starting slowly, therefore there isn't much point at shooting this rocket except at point blank range.
Not that I'm opposed to accelerating rockets, I've even suggested them before ('streak rockets'), but such a rocket needs to accelerate at several times the rate you suggest and have a top speed of around turbo speed before its acceleration advantage is even going to be noticable.
"*2* Rockets leave the tubes at top speed, but decelerate at an exponential rate halfway through their lifespan. (due to loss of propellant)"
As above, but even worse. The only usage for such a weapon would be as a ram. I thought the idea was to discourage the use of the rocket as a ram?
FOR
it really pisses me off that i have to get in close to fight. I like longrange fighting and i never seem to hit anything very hard with missles (eg 6 gemini missles and two seperate swarms. all seem to hit.... target does NOT die)
it really pisses me off that i have to get in close to fight. I like longrange fighting and i never seem to hit anything very hard with missles (eg 6 gemini missles and two seperate swarms. all seem to hit.... target does NOT die)
JUST to clarify... (for my vote look up one)
.5x increase halves the speed
150% takes half of the current speed and adds that number to the speed. Common people.... MATH is a WONDERFUL thing
EG
50% of 250 = 125
150% of 250 = 375
.5x increase halves the speed
150% takes half of the current speed and adds that number to the speed. Common people.... MATH is a WONDERFUL thing
EG
50% of 250 = 125
150% of 250 = 375
FOR
I only use suns, but I'm for.
I only use suns, but I'm for.