Forums » Suggestions

Some ideas on the AGT

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Jan 23, 2006 Person link
What would happen if you gave an AGT even MORE shots/second, but gave it an enourmous decrease in speed? Would it make it take more or less skill to dodge? As one who knows the AGT quite well from behind it, I say it would definitely be harder to hit, but the question is if it's harder to hit because it can be dodged with the proper skill, or because it just makes it suck. The AGT fits it's roll pretty well right now, but it needs something to make it no quite so hard to dodge at close range, (or using scattershot at longe range). That's my impression anyway, from behind the wheel, :D

-Calder
Jan 23, 2006 Shapenaji link
The problem is, with the autoaim on it, its either going to suck, or its going to be good. It involves no input of skill on your part.

Maybe make it track slower... so that it always starts firing straight and then tracks toward the reticle as you fire for longer.
Jan 23, 2006 Harry Seldon link
No, that would massively under-power it, unless you made it possible to fire for *longer* (EG, reduce energy used), because then it wouldn't be what it's description states: A turret, capable of fending off light fighters. If it has to track, then it'll never hit anything, unless you get the jump on them.

What I think AGT needs to make it worse in a reasonable way, is to reduce the aiming cone. A little. I think this is more due to the autoaim bug where stuff can fire farther outside of it's aiming cone than intended (If you've used a cap ship turret, you know about this.)
Jan 23, 2006 Lord Q link
am i the only one who can't hit jack with the AGT?
Jan 23, 2006 who? me? link
no :(
Jan 23, 2006 tumblemonster link
I have some trouble hitting things with the agt occasionally. There is deffinately a flying style that lends itself to dodging agt. In some cases I have no problem dodging it either.

My suggestion would be make it fire completely straight. Right now it has a spread that allows it to cover a lot more space in one barage. Make it fire straight and there will be fewer wild shots landing. It will require some forthought and skill to put your target into position.
Jan 23, 2006 Will Roberts link
Leave it alone, it's fine as it is. At 180m/s it's slow, avoidable, and only really useful against some bots, slower ships, and (those) players that insist on fighting close, no matter who/what the opponent.
Jan 23, 2006 Shapenaji link
Jeezus, look, WIll, come fight me, any time, I'll use a hog with AGT. And you see how you do at "long range"

You won't hit me outside of 150 m, cuz no one SHOULD get hit outside of that range.

To say that AGT is not useful is absurd, It lets me maneuver however I want at close range, and still land hit after hit. At long range I just turn off autoaim and let the beautiful spray go to work.

The "AGT is easy if you know how"-argument is a myth! You're just used to flying against people who haven't a clue how to pilot the rest of their ship, so the AGT doesn't really help.
Jan 23, 2006 Harry Seldon link
*seconds Shape's post with who? me?'s post*

>_>
Jan 24, 2006 Person link
Something obviously needs to be done, and that's why I made this thread: to look for suggestions. But I think that if you decrease the firing cone, or kill the scatter all together, you'll lose the uniqueness of the weapon, and it'll become just another low-damage n00b gun. We already have plenty of those.

Ok, so the speed and shots thing doesn't work. What would happen if you decreased the damage by 100 or so? Or would that make it too n00bish?
Jan 24, 2006 Renegade xxRIPxx link
make it take up the place of 2 large ports and boost damage with 50% and mass with 100% keeping same energydrain.

You have the GT as single large port option.
Jan 24, 2006 yodaofborg link
I recon simply reducing the auto aim cone to that of a gauss would be a good step, although I dont have as much trouble with AGT as some (i can dodge it at around 75/50m depending on the target, but if they manage to push past 50m, im dead, usually) simply having the target in front of you, and in range scores hits, making it so the target has to be *somewhere* near the middle of the screen would make more sense, i guess.

My other AGT idea was take it out of game for a month, maybe make a faster firing, lower drain Gat cannon mk2 to replace it or something.
Jan 24, 2006 Person link
I like Renegade's idea, but it would be far from easy to impliment into the UI, even with the new stuff.

[EDIT] Unless, you simply had 2 modules of it. They both did only 75% the damage of the current AGT and they both shot half as much.
Jan 24, 2006 johnhawl218 link
The AGT is fine as is, it's simply very powerful when you are going against it in a 1vs1 fight. It's supost to be on heavy ships that can't manuver well, and does it's job well. It can take down intercepters that get too close, especially when teamed up with a nice loadout of rockets.

Making it a double port would mean that only the Moth and Rag could use it, which would be fine, but there needs to be a middle sized turret that takes it's place for the medium sized ships that have large ports.

Someone said somewhere that it should require a two person craft, one to man the AGT and one to fly the ship and fire the small ports, I thought that was a great idea, if only we had those types of ships in-game (soon(TM) hopefully).

Or we could simply just reduce the damage since once your in range your bound to get a lot of hits in since it really doesn't miss when close.
Jan 24, 2006 Sun Tzu link
Increase the drain. It's the never-ending spray that makes it so dangerous.
Jan 24, 2006 icbm1987 link
I suggest you go read tumble's post again.

It's a great idea! Remove the scatter.

/me wonders what Shape and other good AGTers think about it.
Jan 24, 2006 johnhawl218 link
if you want us to read it supply a link next time.
Jan 24, 2006 Renegade xxRIPxx link
john, moth, rag and centaur could use it but not the prom, nor the warthog or atlas and it has been noticed that on these ships they are more readilly counterable then on a prom or warthog.

And for these you will have the megapos, the plasmadev and the normal gt which do their job well enough with the agility they possess even if weighted down by the weapons.

Which seemed to be kinda allright in my opinion.
Jan 24, 2006 johnhawl218 link
sounds good to me.
Jan 24, 2006 KixKizzle link
The problem isn't that the AGT is too accurate.
Nor is the problem the aiming cone.
The AGT gives the user the ability to put their enemy on the D, while barely needing to dodge themselves.
Thus reducing the amount of accurate shots that the enemy fires.
I say reduce the refiring rate.
I've found that switching to lower energy consuming weapons increases your chance of hitting someone more than faster weapons do.
I mean if you have 100 of your shots within 50m of the enemy you will hit them more often than if you have 10 shots within 10m.
Of course if you decrease the refire rate then with an AGT + Flare combo, there will be no reason to ever let go of that one trigger.

Increase energy and decrease refire rate.
That way when you mess up you don't get pounded by the automagic.