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They've got an ammo count of 10000, unlike the ones we can buy.
Never mind that it would take 15 hours for it to deplete it's ammo at a re-fire rate of 45sec per 8 missiles launched...
Never mind that it would take 15 hours for it to deplete it's ammo at a re-fire rate of 45sec per 8 missiles launched...
Personally I'd rather give NPCs shield turrets.
How long it takes to refill a tube is up for debate, but to fire one round of swarms and wait 45 seconds until you can again? That's just stupid and makes it a weapon nobody will ever use.
I had to make the swarm delay high, or they tend to get very spammy and really slow down any large battles. Swarm missiles have a pretty long lifetime, hence the delay, to avoid several batches of them being "in flight" at once. In some of the battles for testing, as well as manual stuff in Sedina, I've had easily 10 military tridents. 10 active swarms is rough as it is. 20 or 30 would be a bit nuts.
So, it's not about game balance, more of an architectural issue with the free-form way the swarms currently work. There's a potential plan to make swarms a lot less complex, but it requires development of a totally new weapon type.
ANYway, having at least the possibility of functional limits on capship turrets allows me to look at rolling out some new addons for player-owned Tridents in the not too distant future.
I had to make the swarm delay high, or they tend to get very spammy and really slow down any large battles. Swarm missiles have a pretty long lifetime, hence the delay, to avoid several batches of them being "in flight" at once. In some of the battles for testing, as well as manual stuff in Sedina, I've had easily 10 military tridents. 10 active swarms is rough as it is. 20 or 30 would be a bit nuts.
So, it's not about game balance, more of an architectural issue with the free-form way the swarms currently work. There's a potential plan to make swarms a lot less complex, but it requires development of a totally new weapon type.
ANYway, having at least the possibility of functional limits on capship turrets allows me to look at rolling out some new addons for player-owned Tridents in the not too distant future.
Also, finally just made newspost with some brief additional info.
Everyone in a skirm is spamming swarms anyways so your explanation is now crushed!
Now slave, obey us!
Now slave, obey us!
haha, be careful spence, you might find the next update looking like this:
*** Vendetta 1.8.261
- Added fire delay to Chaos and Locust swarms
<Incarnate> #FTFY
*** Vendetta 1.8.261
- Added fire delay to Chaos and Locust swarms
<Incarnate> #FTFY
That would be funny tbh but then other than avalon experts intervening all hive, Deneb and war convoys would live forever creating a new problem!
Actually, a fire delay forcing at least 2 people to down a queen would make things more scale appropriate. Currently, only a Levi hunt requires more than one player, and that was soloed recently. One of the things we lack is end game multi player content and activities.
er, turret fire delay doesn't persist in deneb :) lets keep it that way!
The key to creating multiplayer content is not to restrict things up so you can't do them by yourself. if anything Vo has demonstrated that you can make a game without too many absurdly transparent artificial restrictions and have it work.
Queens really shouldn't be the push-overs that they are. But due to a deficiency in their AI, they aren't keeping track of who's causing them damage or who has caused them the most damage (hate, to borrow a term). If they are, they aren't using the information to attack the player deemed the greatest threat. Other bots (eg. Arklans) have similar limitations in that they don't do proper energy management, so even though they have more than one gun, if you stay within a certain range they gimp themselves by draining their battery which then makes them easier to kill.
Well draugath, given that they are AI even according to the backstory I think it's fairly forgiveable. I mean if they were NPC's that were supposed to be imitating humans it would be crap; but since they are only imitating AI we can let them get away with being a little retarded.
That doesn't mean those issues shouldn't be addressed, especially the power management one which really can't be that hard to fix; but it does mean it's not the end of the world if the AI behaves like.. well.. AI
That doesn't mean those issues shouldn't be addressed, especially the power management one which really can't be that hard to fix; but it does mean it's not the end of the world if the AI behaves like.. well.. AI
fools, there is no such thing as artificial intelligence
10 active swarms is rough as it is. 20 or 30 would be a bit nuts.
Inc, you really don't get to play this very often do you?
er, turret fire delay doesn't persist in deneb :) lets keep it that way!
Player Tridents either...
So, was this unfixed on purpose?
Inc, you really don't get to play this very often do you?
er, turret fire delay doesn't persist in deneb :) lets keep it that way!
Player Tridents either...
So, was this unfixed on purpose?
You should have been showing that newb the might of ITAN instead of filling out a bug report.
ARF: I'm not really sure what you're trying to say. I said 10 was a lot, and 20 or 30 would be nuts, and you posted a screenshot with like.. 4? Soo.. yes, that's why the swarm firing is rate limited, to keep the number of simultaneous missiles down, like what you posted.
(My numbers refer to "individual" swarms, not individual missiles).
(My numbers refer to "individual" swarms, not individual missiles).
You only see 4 volleys of swarm missiles in that screenshot?! Look again, particularly at the front radar scope... They piled up a lot because I had to turbo away a bit to get the screenshot.
Those were all fired by a player within a few seconds limited only by how fast he could hop in and out of a turret.
Those were all fired by a player within a few seconds limited only by how fast he could hop in and out of a turret.
I like pie.