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Rockets are More Powerful.

Mar 15, 2005 Eldrad link
A sunflare does 1500 damage if it hits a target directly.

Before this update a flare shot at a target 35m away would do at most 1500 damage to the target and at least 2000 damage to the shooter.

Now the same flare does 1350 damage to the target and only 450 damage to the shooter. If as some people have suggested the x2 multiplier was removed this would further reduce the shooters damage to 225, 1/6th that of the target.

Ramming was previously defined as the firing a rocket close enough to the target that the shooter took damage. For most light fighters this means firing within 66m (damage radius of 60m + ships length/2).

I believe the majority of "ramming" in previous versions happened with between 30m and 66m of space between the shooter and the target (I do not know if the devs keep detailed enough stats on distances between ships when shots explode to be more precise with this). Therefore this change has served to encourage the majority of what was previously referred to as "ramming", by drastically reducing the damage received by the "rammer".

Some possible changes:
A) Make it so that any ship within the prox radius of a rocket while the rocket's safety is ON can not trigger the rocket's explosion.
B) Increase the safety trigger to 3 times the prox radius of the rocket (at the moment it is 2 times). This would be a fairly good approximation of A which possibly would be easier to code.

Opinions:
I have for a long time maintained that ramming is a valid tactic that rarely helps the rammer. I have always been better at controlling distances, and dodging rockets than anything else. Back in the day when rockets were very popular (before weapon mass was added, or explosions moved ships), I was very good at going between the space where I could completely dodge a rocket into the space where the shooter would receive enough damage from their own rocket that I could comfortably beat them with my energy weapons. This is now impossible. 30m is far too tight of a space keep during combat.
I am not saying that rockets aren't beatable now, rather that the only way is to always keep a large distance between you and a rocket user (roughly 100m). This means for the majority of a given fight holding down reverse, and relying on the mass advantage to hit your opponent with energy weapons at a greater distance than they can hit you.

I'll link a pic in a bit.
Mar 15, 2005 Beolach link
Another possible change:
C) Decrease the safety trigger to 3/4 or 1/2 the prox radius, and increase the self-damage modifier somewhat.

My opinion pretty well matches Eldrad's. I personally never really cared one way or the other about rocket-ramming. I haven't been able to play much since this latest patch (stupid 12 hour work days), so I have yet to have first-hand experience with the new rockets, but I was thinking what Eldrad describes might be considered a problem.

[edit]
One other thing that I'd like to see is a wider variety. Make some rockets act like they do now, others like Eldrad describes in his possible changes, others other ways. Variety is the spice of life, makes stuff more interesting.
[/edit]
Mar 15, 2005 Suicidal Lemming link
I think that when a rocket makes direct contact with another ship, and the safety is still on, it should explode, but much less powerful than a normal detonation.
Mar 15, 2005 Beolach link
Mmm.... direct hits are difficult enough to make, I'm OK with them doing full damage. But hey, yet another way to add variety, I'm all for.
Mar 15, 2005 Daikaze link
I like the idea and it makes sense but it also now means that small light ships will just need to stay within the arming distance to avoid missles and rockets alltogether thereby making missles useless since they will never deal damage and then become dead weight.

I fail to see the issue with the rocket ramming. It is one of the few viable tactics that can be used in the heavier ships and if anyome is dumb enough to get that close to the large ship (or let the large ship get close to them) then they deserve it.

The way I see it is rockets were meant to keep the light ships at a distance so they cant just get in close and confuse the player with the quick movements. So now we will no longer have that which is unfortunate for the large ships which will now be forced to spam off any rockets or missles at the start of combat so they will eb useful and not dead weight.

[EDIT]
I would at least be happy if a direct hit will still apply even if the enemy is within the area of arming this way a hit is actually needed and the player can't just get by with proximity.
[/EDIT]
Mar 15, 2005 Eldrad link
Ok, I'd only done play testing before the first post with me as the target of the new rockets.

I suck with rockets. I've never practiced with them, I can't aim them. I can however ram, and with the new changes easily kill vets without need for aiming ability, knowledge or practice.
Mar 15, 2005 yodaofborg link
you suck Eld. its as simple as that, with all the changes, your a n00b.

Its either remove the 2x splash backwards, or vendetta takes another leap into the unreal, ok, its a game now, not just a freeking engine test... I know, I KNOW, but still... Im feeling the recent changes have been against the vet pilot.
Mar 15, 2005 Eldrad link
yoda... kind of off topic.
I'm going to assume you didn't mean that as an attack on me... but I'm a little confused at what you meant. I didn't say that the new changes made me worse at the game... in fact I said that the new changes made me extremely good with a weapon I've barely ever used before.
Mar 15, 2005 andreas link
I am just going to say listen to Eldrad.