Forums » General
See the newspost for details. Everyone let me know what they think (please keep it positive, as always).
Does the Cap Ship invade Deneb at all? Please? So I can blow it up with a clean conscience... I really want to fight it, but the way I roleplay my character, I'm not gonna go into Serco space.
The ship does not currently invade Deneb.
It should. =p the Deneb side of the Geria worm hole at least, as it isnt monitored space.
It sticks to a defensive patrol for the moment. Aggressive incursions will come when we've built the necessary mission framework for it.
Anyway.. back to the rocket changes. Thoughts?
Anyway.. back to the rocket changes. Thoughts?
Have I understood this correct and -all- rockets are now useless if your opponent tags in "Flight assist" and has a Corvus Vult?
Heh, well, you tell me. I'm looking more for actual feedback from usage, rather than theory. The arming distance of sunflares is the same as the splash damage distance, so it's no different than if you just used them without wanting to get hurt yourself.
They seemed alright to me (in limited, brief testing), but we may need to play with distances a bit. Do some duels and tell me what you think.
They seemed alright to me (in limited, brief testing), but we may need to play with distances a bit. Do some duels and tell me what you think.
I can't, currently its impossible to track cents. Tried against an IBG cent and the prom is now constructively nerfed down to the point where I cannot get thrust up enough to cause damage with rockets unless they are unaware of me.
AGT still works fine. And no more straight charging.
Furthermore, spider, while you're an excellent fighter, to what degree is this inability to track cents based on your ping?
Furthermore, spider, while you're an excellent fighter, to what degree is this inability to track cents based on your ping?
Shape: actually not, ping based is only up real close (below 100 m) the current changes means that the cents, (haven't yet tried against a single N2 valk... ) can basically dart around too fast to be trackable for rocketeering.
The problem with the AGT is the speed again, its slower in shots than a IBG is acellerating, so it has no chance in purpleprunes valk to actually -hit- an IBG that accelerates away from it.
( do the math yourself, start at 100-150 m, turn and boost, by the time the GT fire has gotten up to the target, the IBG has already accelerated out of range, and is now flying faster than the GT shots are )
The problem with the AGT is the speed again, its slower in shots than a IBG is acellerating, so it has no chance in purpleprunes valk to actually -hit- an IBG that accelerates away from it.
( do the math yourself, start at 100-150 m, turn and boost, by the time the GT fire has gotten up to the target, the IBG has already accelerated out of range, and is now flying faster than the GT shots are )
well, all that means is that IBG's have a freedom that the proms/tanks don't, freedom to run.
They're still great fighting ships. I was trying using it against Millenium's Rev C, AGT still did fine.
The Rev C is so easily destroyed, it needs something.
They're still great fighting ships. I was trying using it against Millenium's Rev C, AGT still did fine.
The Rev C is so easily destroyed, it needs something.
shape it is so easilly destroyed with a prom? or with any ship.
cheers
cheers
Rocket ramming is a tactic, can't believe it was taken out.
"NOTE: If a target is actually struck with a rocket, it *will* detonate, the arming lockout distance only affects the proximity trigger."
Well, you can still ram, but you'll need to be a very good shot or be right in your opponent's face.
Well, you can still ram, but you'll need to be a very good shot or be right in your opponent's face.
You can also ram if you fire early enough to back out of the way fast enough.
Can we then please take away the 2x damage from it?
Right now, you can still ram yourself on atlases and others by shooting above it and turning, ending up inside the blast radius of the flares as they explode, causing quite immense amounts of damage to your ship.
This -wouldn't- have damaged if the radius wasn't there, since by then the turn would be off. not sure if I'm explaining it correctly, but by approaching a longer ship from behind and right, shooting into its path (so the tip will go into the radius of the prox) and turning your ship in leftwards and boosting, you will end up inside the blow of your flares, taking a lot of damage from the radius :-/
Right now, you can still ram yourself on atlases and others by shooting above it and turning, ending up inside the blast radius of the flares as they explode, causing quite immense amounts of damage to your ship.
This -wouldn't- have damaged if the radius wasn't there, since by then the turn would be off. not sure if I'm explaining it correctly, but by approaching a longer ship from behind and right, shooting into its path (so the tip will go into the radius of the prox) and turning your ship in leftwards and boosting, you will end up inside the blow of your flares, taking a lot of damage from the radius :-/
Agreed. With the prox trigger, the 2x back damage is no longer necessary.
Its more like I excpect a rocket to act, well, without the 2x damage, it makes sense that a *deadzone* would be introduced, but i agree with spider, the 2x damage is no longer needed, can we remove it? ta.
The new arming distance seems to work pretty well. I like it.
I agree andreas.. and it even gives an advantage to a well aimed rocket at close range. If you can lead the target right you can get a near 0M distant explosion, dealing a significantly higher % of the warhead damage to the target where before the prox would set it off farther away.