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[flamebait deleted]
A thread was made a while back about adding a cool-down period for heated up weapons. I made the mistake of saying that it would be identical to the current idea of energy consumption. This is certainly not the case, as I'll demonstrate below.
First off, a third "heat" bar can be created in the HUD to indicate the temperature of your weapon ports. The more weapons you have grouped, the more heat you'll dissipate overall when you fire them. So right there automatically you have the same balance technique as the battery system for energy weapons. And by that I mean you'll have the same delays of firing energy weapons as you would normally have with batteries, due to the cool-down period. And so I started thinking about what would happen if you eliminated the energy usage of energy weapons altogether and made them completely dependent on the heat that they give off.
So, what types of changes would we see with this? Well, you'll almost immediately notice that stop-and-go combat will been eliminated completely from Vendetta. Gone are the dogfights where you dance around at one spot and boost off to another and repeat times a thousand until someone is dead. What you'll see instead are more cinematic chase scenes with lasers flying past you from behind, while you yell at your teammates for backup. In other words Vendetta will be more fun and exciting with this traditional style of space combat.
Before (as in the current version) you'd have to stop every once in a while during a boost to recharge, all because you've fired your energy weapons at a fleeing target. But now (with this proposal in place) you will finally be able to boost and fire at the same time. KEEP IN MIND that you'll still have the same rate of fire as before, because the heat system would work nearly identical to how the current batteries work with the recharge period, so the balance of grouped weapons will be retained in that respect.
What I hope this proposal will accomplish will be to eliminate the ineffectiveness of energy weapons during chases. Right now players who use rockets and other projectile based ammunition can easily boost and fire at the same time, while players who choose to use energy weapons only get penalized unfairly and will often not be able to chase their targets down. This is a change which I feel would encourage the usage of energy weapons and may be one step closer to balancing the weapons out.
One additional note... much like rockets consuming energy (for the L-port variations like the Screamer), I think exceptions can be applied with this modified system as well. More powerful energy weapons like the gauss cannons, for example, can continue to expend energy due to its high damage. And much like how sunflares don't consume energy, tachyons and gravitons can be pardoned the same way by only being dependent on heat rather than energy.
First off, a third "heat" bar can be created in the HUD to indicate the temperature of your weapon ports. The more weapons you have grouped, the more heat you'll dissipate overall when you fire them. So right there automatically you have the same balance technique as the battery system for energy weapons. And by that I mean you'll have the same delays of firing energy weapons as you would normally have with batteries, due to the cool-down period. And so I started thinking about what would happen if you eliminated the energy usage of energy weapons altogether and made them completely dependent on the heat that they give off.
So, what types of changes would we see with this? Well, you'll almost immediately notice that stop-and-go combat will been eliminated completely from Vendetta. Gone are the dogfights where you dance around at one spot and boost off to another and repeat times a thousand until someone is dead. What you'll see instead are more cinematic chase scenes with lasers flying past you from behind, while you yell at your teammates for backup. In other words Vendetta will be more fun and exciting with this traditional style of space combat.
Before (as in the current version) you'd have to stop every once in a while during a boost to recharge, all because you've fired your energy weapons at a fleeing target. But now (with this proposal in place) you will finally be able to boost and fire at the same time. KEEP IN MIND that you'll still have the same rate of fire as before, because the heat system would work nearly identical to how the current batteries work with the recharge period, so the balance of grouped weapons will be retained in that respect.
What I hope this proposal will accomplish will be to eliminate the ineffectiveness of energy weapons during chases. Right now players who use rockets and other projectile based ammunition can easily boost and fire at the same time, while players who choose to use energy weapons only get penalized unfairly and will often not be able to chase their targets down. This is a change which I feel would encourage the usage of energy weapons and may be one step closer to balancing the weapons out.
One additional note... much like rockets consuming energy (for the L-port variations like the Screamer), I think exceptions can be applied with this modified system as well. More powerful energy weapons like the gauss cannons, for example, can continue to expend energy due to its high damage. And much like how sunflares don't consume energy, tachyons and gravitons can be pardoned the same way by only being dependent on heat rather than energy.
/me gives his stamp of approval.
I meant to dig up Dave's thread about it put the same thing there, but I have been too lazy.
I meant to dig up Dave's thread about it put the same thing there, but I have been too lazy.
it all sounds good to me.
Now... to get some devs to read this thread. That is if they even visit the Suggestions Forum. Please...
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Arolte you are still trying to gut the gameplay to change something.
Although it is a good idea, other than the first statement, there are still a few things I have problems with.
You realize energy weapons go faster than rockets by a ton, and with this, you would get more accurate, more deadly, more powerful weapons to chase people down with. The heat system has no drawbacks except for the fact that it limits your ability to fire for a certaim period of time. I would be the first one to bet that you would complain about this when it was used on you. Although you are taking a step in the right direction by asking to increse the oomph of energy weapons so that they can be on par with the flares, you still are attempting to change the whole gameplay around.
Although it is a good idea, other than the first statement, there are still a few things I have problems with.
You realize energy weapons go faster than rockets by a ton, and with this, you would get more accurate, more deadly, more powerful weapons to chase people down with. The heat system has no drawbacks except for the fact that it limits your ability to fire for a certaim period of time. I would be the first one to bet that you would complain about this when it was used on you. Although you are taking a step in the right direction by asking to increse the oomph of energy weapons so that they can be on par with the flares, you still are attempting to change the whole gameplay around.
Yeah but Humpy, would YOU boost in a straight line to escape your enemy? The quick and easy way to avoid death from any type of projectile is to zig-zag as you're boosting out. It's the same tactic used to avoid rocket rammers, and most often it works.
It's harder to accomplish what you're saying than you think. You literally have to line yourself up perfectly, allowing yourself a few centimeters to let the autoaim kick in. If it's still too easy, i think autoaim could maybe be disabled during boost. But I really don't think that's necessary.
You may be right. I mean it might be hard at first, but I think everyone can get used to it. I'd like the game to be more exciting by having better chase scenes though. The whole stop-and-go combat scheme can get a little dull after a while.
It's harder to accomplish what you're saying than you think. You literally have to line yourself up perfectly, allowing yourself a few centimeters to let the autoaim kick in. If it's still too easy, i think autoaim could maybe be disabled during boost. But I really don't think that's necessary.
You may be right. I mean it might be hard at first, but I think everyone can get used to it. I'd like the game to be more exciting by having better chase scenes though. The whole stop-and-go combat scheme can get a little dull after a while.
I like some of this idea... realisticly, heat would be a problem....
maybe I'm just crazy, but what you refer to as stop and go combat IS vendetta! when I think about what makes vendetta so addictive, it's the combat. its so original and just feels so great.
am I just crazy?
maybe I'm just crazy, but what you refer to as stop and go combat IS vendetta! when I think about what makes vendetta so addictive, it's the combat. its so original and just feels so great.
am I just crazy?
Yes, yes you are.
The combat usually is very fun. Until some jackhole starts exploiting or rocket ramming you from behind. But that's neither here nor there. I would much rather combat be more fast paced for normal ships. Currently combat in Valkyries is very fun. But the other ships can get old with the same old "QD" "EA" spins and random firing at the reticule hoping it hits. Energy weapon fights are becoming more and more rare.
The combat usually is very fun. Until some jackhole starts exploiting or rocket ramming you from behind. But that's neither here nor there. I would much rather combat be more fast paced for normal ships. Currently combat in Valkyries is very fun. But the other ships can get old with the same old "QD" "EA" spins and random firing at the reticule hoping it hits. Energy weapon fights are becoming more and more rare.
Because the obvious and overpowering strength of the sunflre, if it was *tweaked*(not nerfed) it would promote the usage of other weapons.
me likes dodging from close proximity. Me likes dodging in a prom, it doesnt overturn as easilly as a valk. Me is scared of a valk, it is to fast.
So in short, keep it as it is, I hate chasing someone to get a kill. for instance, if you had to chase 1 bot for 50km before you were able to kill it, it would discourage the so called fighting a lot. Besides, sunnies have to date only got a chance of hitting you if you:
1) boost to dock
2) arent paying attention to things in front or at the back
But for the rest they will only have a chance of hittig you with it if you stay put and fight. So in short your whole point of chasing and wearing them down is just tiresome because if you can shoot me down with energyweapons in 1 shot or 4 shots, then the weapon will be abused. " 4 volley of Rockets kill you". Besides, If im not interested in fighting, then somebody can try to kill me all he wants, he should not be able to kill me, except when I choose to stay and fight. How bothersome this may be.
I just want this because if some griefer starts attacking a newbie then I wouldnt want to see the newbie get killed over and over just because he didnt have another choice then to stay and fight, because if he ran he would be peppered anyway "be a bird for the cat"
cheers
So in short, keep it as it is, I hate chasing someone to get a kill. for instance, if you had to chase 1 bot for 50km before you were able to kill it, it would discourage the so called fighting a lot. Besides, sunnies have to date only got a chance of hitting you if you:
1) boost to dock
2) arent paying attention to things in front or at the back
But for the rest they will only have a chance of hittig you with it if you stay put and fight. So in short your whole point of chasing and wearing them down is just tiresome because if you can shoot me down with energyweapons in 1 shot or 4 shots, then the weapon will be abused. " 4 volley of Rockets kill you". Besides, If im not interested in fighting, then somebody can try to kill me all he wants, he should not be able to kill me, except when I choose to stay and fight. How bothersome this may be.
I just want this because if some griefer starts attacking a newbie then I wouldnt want to see the newbie get killed over and over just because he didnt have another choice then to stay and fight, because if he ran he would be peppered anyway "be a bird for the cat"
cheers
Well my intention wasn't to eliminate close combat dogfights altogether. I was just tired of the fact that players with energy weapons CAN'T chase someone down and kill them. Meaning right now it's too easy for a rocket rammer to boost away and dock without getting hurt. As a quad-graviton addict I find this VERY annoying. Players SHOULD be able to chase their opponents down and at least have a shot of killing them without stopping every three seconds for the f***ing battery to recharge.
IMO it would be more logical for an engineer to design these ships to have two batteries--one for the engine and one for the weapons. Why they decided to place the weapons and boosters together is beyond me. It doesn't make a whole lot of sense to design a fighter in such a way. I mean in movies, do you ever see ships stopping dead in their tracks all of a sudden just because they fired their weapons during a chase? No! Because it's downright silly and ridiculous for anyone to design a ship that way.
Don't take my proposal the wrong way. It will NOT eliminate close quarter battles or dueling in any way. It'll simply give energy weapon users a chance to finally chase their opponent down and kill them, which is what rocket rammers have the luxury of doing right now. Chases are meant to be hard and skillful. You're supposed to be taking fire from behind as you're trying to escape to safety. This isn't a game of tag for god's sakes.
And as with every gameplay change, you'll need to learn to adapt. Too many people are used to the lazy approach of escaping from combat by simply tapping the boost key. Well in reality, as in air combat, you need to zig-zag your way to safety and shake that enemy off your tail. You aren't given the luxury of simply hitting a single key and boost to safety. Why not add a little excitement and make Vendetta the same way? That's all I'm asking.
For those who are still skeptical, try it out. Equip a fighter with only energy weapons and try chasing someone down with 'em. It's not even easy to hit 'em with the first burst of shots, is it? That's right, it isn't. The targeting reticule doesn't work well in cases where your target is constantly changing acceleration, which so happens when someone is trying to boost away from you. So even if you were given an unlimited number of shots, you still have to deal with lining up with your target and maintaining a similar speed--both requiring you to slow down and lose distance, making your shots HARDER to land.
PS: Renegade, the engines and batteries will not be changed in any way under this proposal. You'll always have the option of avoiding the enemy completely with some degree of success. Newbies wouldn't get run down and shot at so much if they just kept their distance. Nothing would change about that.
PPS: Don't newbies get "peppered away" by rocket rammers already? It happens, but people still cope with it and life goes on blah blah blah.
PPPS: A penalty system is already being planned for newbie killing. So once that is implemented, something like this would be a non-issue.
IMO it would be more logical for an engineer to design these ships to have two batteries--one for the engine and one for the weapons. Why they decided to place the weapons and boosters together is beyond me. It doesn't make a whole lot of sense to design a fighter in such a way. I mean in movies, do you ever see ships stopping dead in their tracks all of a sudden just because they fired their weapons during a chase? No! Because it's downright silly and ridiculous for anyone to design a ship that way.
Don't take my proposal the wrong way. It will NOT eliminate close quarter battles or dueling in any way. It'll simply give energy weapon users a chance to finally chase their opponent down and kill them, which is what rocket rammers have the luxury of doing right now. Chases are meant to be hard and skillful. You're supposed to be taking fire from behind as you're trying to escape to safety. This isn't a game of tag for god's sakes.
And as with every gameplay change, you'll need to learn to adapt. Too many people are used to the lazy approach of escaping from combat by simply tapping the boost key. Well in reality, as in air combat, you need to zig-zag your way to safety and shake that enemy off your tail. You aren't given the luxury of simply hitting a single key and boost to safety. Why not add a little excitement and make Vendetta the same way? That's all I'm asking.
For those who are still skeptical, try it out. Equip a fighter with only energy weapons and try chasing someone down with 'em. It's not even easy to hit 'em with the first burst of shots, is it? That's right, it isn't. The targeting reticule doesn't work well in cases where your target is constantly changing acceleration, which so happens when someone is trying to boost away from you. So even if you were given an unlimited number of shots, you still have to deal with lining up with your target and maintaining a similar speed--both requiring you to slow down and lose distance, making your shots HARDER to land.
PS: Renegade, the engines and batteries will not be changed in any way under this proposal. You'll always have the option of avoiding the enemy completely with some degree of success. Newbies wouldn't get run down and shot at so much if they just kept their distance. Nothing would change about that.
PPS: Don't newbies get "peppered away" by rocket rammers already? It happens, but people still cope with it and life goes on blah blah blah.
PPPS: A penalty system is already being planned for newbie killing. So once that is implemented, something like this would be a non-issue.
Told you so :P
Okay, Arolte, there IS a reason the ships go really slow compared to fighter jets: THEY AREN'T SUPPOSED TO FIGHT LIKE THEM
And another thing, said by the forum mod, "Just a reminder folks: This is a game-universe. Many scientific principles are ignored in the interest of playability." Scientific principles also includes common engineering shortcuts, logical placements etc etc.
And Arolte, have you ever tried a sunflare chase? I think that is what you want to turn the game into, Why would you stay and fight when you can run like a bat out of hell? You want to kill somebody who is runing off al the time? Switch to flares, or camp the docks. One of the flare's unique abilities is to be able to be fired without draining your battery. That is why it is an "Ammo Based Weapon" What you are trying to do is give all the other weapons the advantages of the flare without the disadvantages(Ammo consumption, splash). Try running from an adv gatling firing from behind you, you wont like it if my Wraith keeps up with your hornet as you are running away, and Im shooting my arse of at you. There should be drawbacks to every weapon, unless you want every weapon to be a perfect weapon and neeed no skill to use, therefore deprecating the gameplay. Arolte, think about what affect this would have when somebody is cchasing YOU with energy weapons, not YOU chasing THEM, always put yourself on the short end of the stick before you ask for something to be changed in this way, and make sure you put yourself on the short end of the stick FOR EVERY ENERGY WEAPONS. And without proposing new gimmicks to change them, try to change the idea itself.
And another thing, said by the forum mod, "Just a reminder folks: This is a game-universe. Many scientific principles are ignored in the interest of playability." Scientific principles also includes common engineering shortcuts, logical placements etc etc.
And Arolte, have you ever tried a sunflare chase? I think that is what you want to turn the game into, Why would you stay and fight when you can run like a bat out of hell? You want to kill somebody who is runing off al the time? Switch to flares, or camp the docks. One of the flare's unique abilities is to be able to be fired without draining your battery. That is why it is an "Ammo Based Weapon" What you are trying to do is give all the other weapons the advantages of the flare without the disadvantages(Ammo consumption, splash). Try running from an adv gatling firing from behind you, you wont like it if my Wraith keeps up with your hornet as you are running away, and Im shooting my arse of at you. There should be drawbacks to every weapon, unless you want every weapon to be a perfect weapon and neeed no skill to use, therefore deprecating the gameplay. Arolte, think about what affect this would have when somebody is cchasing YOU with energy weapons, not YOU chasing THEM, always put yourself on the short end of the stick before you ask for something to be changed in this way, and make sure you put yourself on the short end of the stick FOR EVERY ENERGY WEAPONS. And without proposing new gimmicks to change them, try to change the idea itself.
Arolte:
Solution = if you want to chase somebody down, then take the sunflares. We do agree that they are a bit to strong for the moment, but for the rest they are pretty ok. If you want the advantage of unlimited ammo, then use an energybased weapon.
I have tried chasing down players with sunflares, and im just no good with it because it takes to much skill, and everybody knows that that is somethiong that I dont have, I may have great luck, but skill , none whatsoever.
The reason why I like energy is because it covers up my bad aim due to its unlimited ammo. And what yu are trying to do is making ne of the advantages of sunflares dissapear in favor of augmenting the energyweapons. If you want to change something in the advantages of the sunflares, then tinker with the damage or the prox or the splash or the speed, but dont rip it from the thing that makes it "special".
Besides, newbies do get peppered because they try to stay and fight, if they ran to hteir homesector or some place where there are a lot of their nations people they could be a lot safer. Besides most of the time they will get killed because the rockets were shot at the station, but that advantage will dissapear with the no firezone around a station. So in the end you will nerve the flares completely.
So for once im siding with humpy.
Ow on a completely other matter, the hornet needs 12k hull :D, and a fix in the sunflares.
cheers
Solution = if you want to chase somebody down, then take the sunflares. We do agree that they are a bit to strong for the moment, but for the rest they are pretty ok. If you want the advantage of unlimited ammo, then use an energybased weapon.
I have tried chasing down players with sunflares, and im just no good with it because it takes to much skill, and everybody knows that that is somethiong that I dont have, I may have great luck, but skill , none whatsoever.
The reason why I like energy is because it covers up my bad aim due to its unlimited ammo. And what yu are trying to do is making ne of the advantages of sunflares dissapear in favor of augmenting the energyweapons. If you want to change something in the advantages of the sunflares, then tinker with the damage or the prox or the splash or the speed, but dont rip it from the thing that makes it "special".
Besides, newbies do get peppered because they try to stay and fight, if they ran to hteir homesector or some place where there are a lot of their nations people they could be a lot safer. Besides most of the time they will get killed because the rockets were shot at the station, but that advantage will dissapear with the no firezone around a station. So in the end you will nerve the flares completely.
So for once im siding with humpy.
Ow on a completely other matter, the hornet needs 12k hull :D, and a fix in the sunflares.
cheers
So what you're saying is that you want to force everyone to use rockets just for the sake of chasing players down? Sorry but I think that's a lame idea. I dunno how else to put it. My feeling is that rocket rammers are the only ones who would object to such a proposal, because anyone who uses energy weapons can share my grievance. I'm not trying to start a flamewar or anything, but that's typically how these discussions get. You get two groups fighting for their own side.
Rockets and energy weapons still differ greatly in one category: damage. The damage a rocket inflicts is akin to a couple of tachyon or graviton hits. So people who have bad aim would probably want to use them instead because they wouldn't have to land as many shots in order to take the target down. That's the way I see it. It shouldn't be a matter of making rocket rammers the elite chasers and the laser peashooters the defenders. Unfortunately that's just the way it is right now.
I can understand that the devs want to make the game creative and all, but there's a fine line between science and logic. Separating the engines and the weapons with batteries is NOT a matter of science or realism. It's a matter of plain old logic. The term "engineer" was simply used as a figure in the game's universe, and I questioned why these people would develop such a faulty system for their fighters. Of course I could've just said why the devs did it this way... if that helps clear any confusion. In any case it seems like someone has yet to come up with a good explanation.
I can understand your concern for easily getting chased down and killed. But guess what, rocket rammers already do it in their Valks. It's not something new. In fact it's probably worse with rockets because you've got a proximity detonator! Tachyons and gravitons do not have proximity detonators, and it's easy to miss someone within a couple of hundred meters away from you, even with autoaim which has trouble keeping track of acceleration.
Well, I dunno what more to say. This is yet another one of those things that you have to experience for yourselves. My argument against rocket rammers was unpopular about a month or two ago, and I got badly flamed for it. And yet today people are starting to wake up to see that the problem is in fact a reality. Hopefully this'll be another one of those things.
PS: Do any of you ever watch sci-fi flicks with space combat scenes? Don't you think it's cool when you see two fighters chasing each other down with laser beams flying everywhere? Why do you people object to that sort of excitement? This is something I just don't understand. It's something I was hoping Vendetta would turn into. Anyway, maybe my expectations were wrong.
*sigh*
Rockets and energy weapons still differ greatly in one category: damage. The damage a rocket inflicts is akin to a couple of tachyon or graviton hits. So people who have bad aim would probably want to use them instead because they wouldn't have to land as many shots in order to take the target down. That's the way I see it. It shouldn't be a matter of making rocket rammers the elite chasers and the laser peashooters the defenders. Unfortunately that's just the way it is right now.
I can understand that the devs want to make the game creative and all, but there's a fine line between science and logic. Separating the engines and the weapons with batteries is NOT a matter of science or realism. It's a matter of plain old logic. The term "engineer" was simply used as a figure in the game's universe, and I questioned why these people would develop such a faulty system for their fighters. Of course I could've just said why the devs did it this way... if that helps clear any confusion. In any case it seems like someone has yet to come up with a good explanation.
I can understand your concern for easily getting chased down and killed. But guess what, rocket rammers already do it in their Valks. It's not something new. In fact it's probably worse with rockets because you've got a proximity detonator! Tachyons and gravitons do not have proximity detonators, and it's easy to miss someone within a couple of hundred meters away from you, even with autoaim which has trouble keeping track of acceleration.
Well, I dunno what more to say. This is yet another one of those things that you have to experience for yourselves. My argument against rocket rammers was unpopular about a month or two ago, and I got badly flamed for it. And yet today people are starting to wake up to see that the problem is in fact a reality. Hopefully this'll be another one of those things.
PS: Do any of you ever watch sci-fi flicks with space combat scenes? Don't you think it's cool when you see two fighters chasing each other down with laser beams flying everywhere? Why do you people object to that sort of excitement? This is something I just don't understand. It's something I was hoping Vendetta would turn into. Anyway, maybe my expectations were wrong.
*sigh*
there are only two reasons i use rockets exclusively (unless i'm using the adv. gat but that's only for dueling, not for high speed chases): i can't aim too well and energy weapons are near useless during chases at this point in time. the cold, hard fact is this: forget about chasing anyone with energy weapons. i myself would love to see either arolte's idea about heat being implemented or seeing a secondary battery port for a weapons-only battery.
/me points everyone to his capacitor idea.
No what I meant to say whas this:
If you want things to chase people down, then use the :
geminis, sunflares, jackhammers, screamers, swarms, stingrays, yellowjacket, rail
If you want to defend from getting chased down :
proximity mines or lightning mines
The energyweapons in my eyes arent really meant to chase people down, they were meant to give you an unlimited supply of shots so you can shoot contineously so you can deter people that come to close to you to your liking.
Besides it is not a lame idea, it is one of the characteristics of having an ammobased weapon. Dont forget, the pointes you are making arent based on an energychase, but based on that the valk is to fast and can catch up with everything, and that a tripple rocket setup makes them uber. So therefore fix the rockets and make the valk rarer, just as making the prom and the maud more rare. What will be done in the end. But dont start inventing things just to nerve ammobased weapons. Because iof you do do so, then you will will just let the test suffer in quality because of the lack of more customobilisation.
cheers
If you want things to chase people down, then use the :
geminis, sunflares, jackhammers, screamers, swarms, stingrays, yellowjacket, rail
If you want to defend from getting chased down :
proximity mines or lightning mines
The energyweapons in my eyes arent really meant to chase people down, they were meant to give you an unlimited supply of shots so you can shoot contineously so you can deter people that come to close to you to your liking.
Besides it is not a lame idea, it is one of the characteristics of having an ammobased weapon. Dont forget, the pointes you are making arent based on an energychase, but based on that the valk is to fast and can catch up with everything, and that a tripple rocket setup makes them uber. So therefore fix the rockets and make the valk rarer, just as making the prom and the maud more rare. What will be done in the end. But dont start inventing things just to nerve ammobased weapons. Because iof you do do so, then you will will just let the test suffer in quality because of the lack of more customobilisation.
cheers
Okay, let's go through the list you've given for the chaser's weapons.
>geminis,
These are useless when chasing someone. They have a limited speed, and anyone who has used 'em knows they'll fall behind the second you fire 'em during boost. Useless.
>sunflares,
The weapon of the rocket rammer. You're complaining about easy kills with energy weapons during chases, and yet this weapon has a proximity detonator with nearly twice the damage. This is more fair how? Because of ammo? All it takes is like 2-4 grouped rockets to bring someone down.
>jackhammers, screamers, swarms, stingrays, yellowjacket,
These are all L-port weapons. I don't know about you but I don't go chasing my enemies off in a Ragnarok or Prometheus. The Warthog is alright for those purposes I guess, but the same argument of sunflares still holds true with these weapons as well. I also believe some of these rockets take up energy, which is the problem we're trying to address here to begin with. And again, the swarms and any other guided missile in this class is useless because of its limited speed.
>rail
Yet another weapon that takes up energy and causes you to stop dead in your tracks during a chase. I have no idea why you chose this one as a chaser's weapon.
Got any more?
When compared to sunflares, it's not only harder to aim energy weapons but you're also required to land more shots to kill them. Wouldn't you consider this skillful and tough? Why should a player be punished for having skill?
And I'm willing to compromise my proposal so that the firing period isn't so high. The weapon battery of each ship would differ depending on the ship class:
Valk
Centurion
Vulture
Warthog
-efficient weapon battery
Marauder
Hornet
Atlas
Wraith
-medium weapon battery
Prometheus
Ragnarok
Centaur
-heavy weapon battery
What this does is it lowers the time you're allowed to fire your weapons during boost for very fast fighters, thus making chases longer and enabling the target to survive more easily. As for bombers, the heavy weapon battery allows them to fire for a long period of time for defensive purposes, and since they're very bad at chasing someone down due to acceleration you won't have to worry about them getting easy chase kills.
How does that sound?
>geminis,
These are useless when chasing someone. They have a limited speed, and anyone who has used 'em knows they'll fall behind the second you fire 'em during boost. Useless.
>sunflares,
The weapon of the rocket rammer. You're complaining about easy kills with energy weapons during chases, and yet this weapon has a proximity detonator with nearly twice the damage. This is more fair how? Because of ammo? All it takes is like 2-4 grouped rockets to bring someone down.
>jackhammers, screamers, swarms, stingrays, yellowjacket,
These are all L-port weapons. I don't know about you but I don't go chasing my enemies off in a Ragnarok or Prometheus. The Warthog is alright for those purposes I guess, but the same argument of sunflares still holds true with these weapons as well. I also believe some of these rockets take up energy, which is the problem we're trying to address here to begin with. And again, the swarms and any other guided missile in this class is useless because of its limited speed.
>rail
Yet another weapon that takes up energy and causes you to stop dead in your tracks during a chase. I have no idea why you chose this one as a chaser's weapon.
Got any more?
When compared to sunflares, it's not only harder to aim energy weapons but you're also required to land more shots to kill them. Wouldn't you consider this skillful and tough? Why should a player be punished for having skill?
And I'm willing to compromise my proposal so that the firing period isn't so high. The weapon battery of each ship would differ depending on the ship class:
Valk
Centurion
Vulture
Warthog
-efficient weapon battery
Marauder
Hornet
Atlas
Wraith
-medium weapon battery
Prometheus
Ragnarok
Centaur
-heavy weapon battery
What this does is it lowers the time you're allowed to fire your weapons during boost for very fast fighters, thus making chases longer and enabling the target to survive more easily. As for bombers, the heavy weapon battery allows them to fire for a long period of time for defensive purposes, and since they're very bad at chasing someone down due to acceleration you won't have to worry about them getting easy chase kills.
How does that sound?