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Help my IDF Valk!

«12
Dec 23, 2004 Renegade ++RIP++ link
the valk is more then fine, it still rules all the other ships although most fighters are getting closer to it. But should never be the same since that would not be ok.

The reason why they are special is because you get them after a very high itani based admire. Besides, a special thing should differ to the best ship or weapon available in only 1 thing and not 10 or so (purely indicative). For all I care you make a serco based valk, give them 1 k more hull and call that the saf valk. While you give the the itani valk the ability to have a lesser drain (if it would be 70 now, make it 60 - 65).

Give the neutrals then the standard valk or a reduced one with a higher cargo capacity and maybe an increased non-turbo flight of 5 (50 -> 55).

This would stop all these remarks about bla bla bla serco is getting the shaft, itani are getting nerfed (which is not true...) and neutral are just there for laughs.

This would stop all the insane bickering of most people. And at the same time you can use these ideas later to actually put in a different moddeled ship but which would fulfill that same role. Example take the valk and put a small bulb on it at the end to make the neutral ship. Take the valk and make it seem as if it is doubleplated normal hull with above a semi cut hull. Being the serco valk then. This way everybody has its special but everybody can compete on equal basis and this would stop the annoyingly annoying discussions about the specials being unbalanced...

Not to mention that it would give a distinct feel to all the nations in stead of it being a generic mish mash.

Once mroe a special ship should never be SUPER, it should only differ on 1 variable from the basic ship, and this difference is purely based on the faction that holds it.

And for giggles, you could let the basic ships all be available in Corvus or in TGP (maybe this would be best). Nopt to mention that it would make you need to choose which faction youd prefer later on to be loved or admired in. Since some will be mutually exclusive. For instance you could give the pirates (corvus) a higher boost one, higher acceleration and higher non-boost speed but heavilly increasing the drain (as has been done now). Since these ships would be used for short and fast hits and not as the long tail chases since those don't have profit in them...

etc...

But all these changes then purely depend on the distinct feel of the faction, their link to the storyline etc, and this would effectively be the start of at least some RPG content.

cheers
Dec 23, 2004 Apex link
The tri-neut Itani Valkrie is still a vicious setup.. even now.. if you can't dodge with the extra 600kg, then you need more practice. I use a Valkrie and I think the weight of the neutron was WAY too low, i'm glad for the update, because now people can't whine and moan about my unbalanced setup when i rip them apart!
Dec 23, 2004 CrippledPidgeon link
All I can say is that I'm a tad annoyed that it's now even easier for the Valk to run away from combat. I fought _ghost_ (my first PvP since the update because I've been out of town) today, and even though he jumped me and got the first hits in, I was able to take him down to the point where he wanted to run, and did so. So quickly that he was 2000m away before I realized what was happening.
Dec 23, 2004 Sputnik66 link
well the runes arn't prone to running as effectively.. i've overran about 5 valk runes in my SVG. saddly only 2 of those i managed to get because of the massive energy drain.

as it stands i feel the energy drain on most ships to be a'bit harsh. also i don't like the idea of a centurion going at 240 infiniboost with 8 cargo units. it is the surpreme runner.

the most important factor in chasing; is getting through wormholes. having infiniboost pretty much nulls the efforts being done to address this issue. at the moment your only option to chase effectively; is grabbing a ship that has infiniboost.

theta1 (i think that was him) did bring up a good point earier in game. either leave infiniboost in, or remove it entrely.

i would like to stress again, the major factor in chasing is going through wormholes as fast as possible. if your opponet has infiniboost you mightaswell turn around and search for another target, as you are -not- going to catch up to him. i would also like to note i find runner's chances to be higher than before considuring not all ships have infinboost.

scene 1:

1. centurion mk3, or any infiniboost craft
2. vulture, or any other non infiniboost craft

number 1 goes below 4 hull, number 1 runs while number 2 follows.
number 1 makes a jump to the wormhole sector and turbos to the wormhole.
number 2 tries to follow the target but needs energy to run after him first. after some recharge number 2 chases number 1 and tries to fire, but has no energy, thus waiting for a another recharge. (this is trying to use the speed advantage, and as you can see is fruitless)
number 1 reaches the wormhole and jumps.
number 2 comes to a complete stop at the wormhole waiting for his battery to charge.

and don't say rails as that's an energy hog in a class by it's self.

overall i feel this patch to be a step in the right direction, but by -no- means complete. there are some issues present.
Dec 24, 2004 Renegade ++RIP++ link
Once sunflares or any flares are balanced, they will be used to stop running...
Dec 24, 2004 Icarus link
Drop the mass of Sunflares to around 800kg and adjust the Ice/Starflare to fit in (and increase their damage). The only craft I have found that is worth using with Sunflares is the SGV, as its powerful engines can shift the weight around better than other craft. However, when someone runs in any reasonably quick ship (Valk, Cent, Maurauder, Hog, Atlas) I simply can't keep up as the acceleration of the SGV has been lowered significantly by the mass of the flares. By the time my SGV has reached a decent speed to be able to launch a flare after the target, they have either jumped out, or I am seriously low on energy even with a heavy battery. You can forget a fast charge with this setup too, the extra weight means I can hit the SGVs top speed for around 2-3 seconds!

I still see alot of tri-neut3 valks flying around, which indicates to me that the neut3's mass is still too low. Yes, i know its a "special" weapon, but it would would remain "special" by virtue of its damage and rate of fire alone.

Dec 24, 2004 Renegade ++RIP++ link
I agree icarus. Although I suggst putting more then 1 rockettube in the weight should increase above the normal base wieght. Could maybe also be put in for energyweapons? Like a 20% increase for every same weapon you put in?

meaning 1 sunflare: 800
2 sunflare: 1600 * 1.2
3 sunflare : 2400 * 1.2 OR 1600 *1.2* 1.2 (depends if it is manageable or not)

Then for the neut3 it will be

1 neut3: 600 (or is it lower? Don't know the exact values)
2 neut3: 1200 * 1.2
3 neut3: 1800 * 1.2 OR 1200 * 1.2 * 1.2

This would not nerf the usage of multiple same weapontypes but will decrease its effectiveness also quit a bit. And I think that for instance on the heavy ships you could delete this requirement as a method of balancing them a bit more.

Naturally nothing stops you from taking 1 sunflare + 1 neut3 and not have that disadvantage or 1 sunflare + 1 star/iceflare. But youll just have to decide if that disadvantage is worth the advantage.

cheers
Dec 24, 2004 Spider link
i have to disagree with you here, Rene. I simply stand against adding extra rules to a rather simple system, just to "even" things out a bit. Having to manufacture specialcases is a bad idea.
Dec 24, 2004 myko link
To be honest, rather than nerfing all other weapons along with the neut3 I'd rather see the delivery method of the N3 change (make it a limited number CtC prize rather than a nation-sell). That way it stays special and can have cool stats (I reckon about 25 should be given out, based on CtC rankings). This is also far far easier to RP than having multiple guns of one type increasing mass.

BTW, shouldn't this thread really be in suggestions? Otherwise it will simply become the 'general discussion' suggestions thread...
Dec 24, 2004 skystrider link
if the most powerful energy weapons are too draining on a fighters battery then maybe, Instead of picking the fastest most manouverable ship and loading it with the most powerful guns, why not sacrifice firepower to be able to shoot and turbo enough to keep up with the target. air combat has always been a compromise between mass and firepower and performance. Better faster more devastating missiles and corresponding countermeasures would add more options. Better tactics need to be developed by attackers than simply "charging in" , ambush and more cooperative play are called for.
Dec 24, 2004 Renegade ++RIP++ link
ok then spider, no extra rules. With the exception of the *1.2 thing. Valid for all the ships.

Only difference will be that on a heavy ship this additional weight will not have such a big influence on its agility. (RPG strength equivalence).

But I didn't hear you complain about the proposition of increasing the weight of a weapon with 20% once you add more then 1. Its not really a rule, just part of the mechanics. Well it is just an idea. But i think that it will balance the usage of all same loadouts and increase diversity again, maybe even making it more usefull to take a sunflare + a neut then a double neut or a double sunflare. It will not stop people that prefer these last cases, but it will increase diversity again. And who knows maybe some fun dogfights :D

cheers
Dec 24, 2004 tramshed link
I just wanna put my two cents in. First off, for everyone bitching about the valk, my Centurion MKIII weighs 5500 with a single gauss and has less armor than a valk. So perhaps the valk is just fine considering everything in perspective.