Forums » Suggestions
Reintroduce avalons, now. Not in 6-12 months when you have a chance to "fix" them, but next update. There are now more insanely armored and/or shielded targets than ever for heavy ordinance (border and conq station turrets, player caps, NPC connies and tridents in covoys, war convoy blockades, three hives worth of levis that must be popped for construction of the only major content drop you've done in over a year, and the oft-neglected Deneb conflict), and yet we are working with chaos swarms.
It's a joke, it's annoying, and no concern about "OMG teh avalons used to get used 4 station nuking abuse!!11" outweighs our need for something big, slow, and damage spewing. Given the changes in faction hits and respawn invulnerability, the ways in which they used to be abused aren't nearly as relevant. If you'd one day like to make them destructable ordinance, great, do it--it'll definitely help balance them in favor of the big slow targets. But don't delay adding them back in for that, because we all know how fast you guys move at making improvements.
This is the definition of low-hanging fruit, so please, just get it done.
It's a joke, it's annoying, and no concern about "OMG teh avalons used to get used 4 station nuking abuse!!11" outweighs our need for something big, slow, and damage spewing. Given the changes in faction hits and respawn invulnerability, the ways in which they used to be abused aren't nearly as relevant. If you'd one day like to make them destructable ordinance, great, do it--it'll definitely help balance them in favor of the big slow targets. But don't delay adding them back in for that, because we all know how fast you guys move at making improvements.
This is the definition of low-hanging fruit, so please, just get it done.
+1 we need bombs.
Make them targetable (not via silliness using a plugin slime wrote...) and blow up when hit by weapons fire.
Make them targetable (not via silliness using a plugin slime wrote...) and blow up when hit by weapons fire.
IMO the high damage stuff like avalons should be unguided and unpowered think of it like mines but that keep their inertia.
Unguided is a bitch in VO because of angle precision. You can be aiming right at a turret from 3000m away with your crosshair dead on it zoomed in and miss by enough that a screamer won't detonate. Try it some time.
I don't think avalons are meant to hit small targets such as turrets, I'm thinking more anti capship stuff,
Turrets need to be made larger and bulkier.
Turrets need to be made larger and bulkier.
they could be limited to large targets - ignore anything smaller then a moth maybe?
While I tend to favor the devs getting stuff in the game, I know there needs to be a balance of working stuff to broken stuff.
The devs either should stuff every thing they intend into the game asap and then do a massive rewrite of the engines
or
They need to introduce stuff slowly and debug each feature one at a time.
For a 4 man team I think I would go slowly but Its not my arse on the line.....
While I tend to favor the devs getting stuff in the game, I know there needs to be a balance of working stuff to broken stuff.
The devs either should stuff every thing they intend into the game asap and then do a massive rewrite of the engines
or
They need to introduce stuff slowly and debug each feature one at a time.
For a 4 man team I think I would go slowly but Its not my arse on the line.....
I'm with PaKettle on this.
Yes, I know.
Yes, I know.
The turrets are retardedly small--not so much target-wise, but in terms of their susceptibility to bouncing away from incoming stacked ordinance after the first few pieces impact on them. They're smaller than a free bus, but have more armor than a hive queen.
In any event, slowly and debugging is for new features, not pre-existing and fully functional weaponry. Would they *like* them to be destructible as incoming ordinance? Sure. Need they be? Fuck no. Are they badly needed to make significant portions of the game more playable? Fuck yes.
So add the Goddamn things back in already. They're obviously too busy to do their game development jobs these days (however much that fact may pain them and/or be the right call long term), and these already exist and have little to no potential for abuse.
Everyone who'd bother interacting more with cap ships and other over shielded/armored creations if we had an effective mass destruction weapon, raise your hand.
/me
In any event, slowly and debugging is for new features, not pre-existing and fully functional weaponry. Would they *like* them to be destructible as incoming ordinance? Sure. Need they be? Fuck no. Are they badly needed to make significant portions of the game more playable? Fuck yes.
So add the Goddamn things back in already. They're obviously too busy to do their game development jobs these days (however much that fact may pain them and/or be the right call long term), and these already exist and have little to no potential for abuse.
Everyone who'd bother interacting more with cap ships and other over shielded/armored creations if we had an effective mass destruction weapon, raise your hand.
/me
/me
Mass destruction ftw.
Mass destruction ftw.
I hate to agree with lelecter, but we need torpedos or any heavier "bombs"
To prevent abuses:
1. Make it disable the warhead if enters NFZ. (RP-wise, every station transmit a signal that Avalons are aware of)
2. Make its fuse NOT activate against small/medium ships (works against moths, centaurs, etc, but not against valks, hogs, etc)
And making it targetable/destructable also makes sense! In Freespace all the heavier bombs/missiles are destructable, and many missions we have to focus on protecting our capship...
To prevent abuses:
1. Make it disable the warhead if enters NFZ. (RP-wise, every station transmit a signal that Avalons are aware of)
2. Make its fuse NOT activate against small/medium ships (works against moths, centaurs, etc, but not against valks, hogs, etc)
And making it targetable/destructable also makes sense! In Freespace all the heavier bombs/missiles are destructable, and many missions we have to focus on protecting our capship...
They could be crafted at the conq stations and have a certain flag/id attached to them, so moving them around in nation space or subfaction owned station would get the SF on your ass and dropping faction by a reasonable amount.
problem is coding this into the game is probably not that easy, but if it can be done this would open up so much more of the game to do with smuggling/selling stolen goods... ect.
I say make em heavy ~3200kg and require 350 energy to fire making sure whatever ship uses it doesn't have infiniboost and the ability to shoot boost and run out fast enough to escape the SF.
problem is coding this into the game is probably not that easy, but if it can be done this would open up so much more of the game to do with smuggling/selling stolen goods... ect.
I say make em heavy ~3200kg and require 350 energy to fire making sure whatever ship uses it doesn't have infiniboost and the ability to shoot boost and run out fast enough to escape the SF.
Yeah, let's really over-think this instead of just dropping a perfectly functional tool back into the game! While we're at it, break out the NERF bat!
the turrets are stupidly small, If a tiny turret can fly at about 200m/s and manevour seemingly as well as a free bus (or better) AND have enough power to support those big gauss cannon then why can't player ships? They should be remodeled and made VERY heavy, The ballast would help keep them from getting con-catapulted into deep space, which could still probably be done with a bit of work, kill the missile turrets, and then sink one mine into a roid so the turrets fire at that, then lay a shit ton of mines.
I really think the turrets need a whole rework, but I'll make a separate post on that later.
Atleast for now, the avalons should be brought back, maybe cut their ammo count down to 3 instead of 35.
I really think the turrets need a whole rework, but I'll make a separate post on that later.
Atleast for now, the avalons should be brought back, maybe cut their ammo count down to 3 instead of 35.
15 sounds good, 3 seems a bit limited and 35 seems high. But again, dropping them back in expeditiously is the main thing. Screwing around for "balance" should, for once, be a lower priority.
15 sounds good, 3 seems a bit limited and 35 seems high. But again, dropping them back in expeditiously is the main thing. Screwing around for "balance" should, for once, be a lower priority.
+1
+1
Yeah, the game really needs avalons at this point. No reason not to have them. And please don't make them craftable over a 3 month process for 1 avalon =P
or only availble to those who can simultaniously controle three stations over the course of months
Don't forget, Ghost, that the avalon will do little actual damage and must not be reloadable :P
I agree with Lecter, there really is no need to discuss Avalon changes or tweaks, they are fine as they are. The launcher already weighs a ton, the torpedo is so slow moving, even a moth has time to dodge one. A Trident not so.
They were designed as anti capship ordanance, and now we have capships (both NPC and PC) we need them back. It's not like anyones going to be able to sit in Dau L-10 nuking the station for very long these days.
They were designed as anti capship ordanance, and now we have capships (both NPC and PC) we need them back. It's not like anyones going to be able to sit in Dau L-10 nuking the station for very long these days.
Well, apparently "fixing" (or, more accurately, breaking the ever-loving shit out of) convoys took precedence over a necessary and ready-made new toy. Wooo.