Forums » Suggestions
I can agree with having the prox trigger require large targets; that is a good thing anyway to make it more difficult for people to take a bullet for the real target (but the contact trigger should still work on any ship/object). I don't agree with having it disable itself inside the NFZ though, because that is nonsense - sure, sanctioned avalons might come with a sensor that turns them off, but somebody like me would just disable it. If there are enough shady engineers to make the Corvus ship variants, there are enough to disable a little safety feature in a warhead.
When the warheads become destructable, the station guards could just treat it like a mine and attempt to kill it before it has a chance to detonate on their station.
But yeah, I'm all for putting that fancy stuff off until later and just throwing it in as-is for now.
When the warheads become destructable, the station guards could just treat it like a mine and attempt to kill it before it has a chance to detonate on their station.
But yeah, I'm all for putting that fancy stuff off until later and just throwing it in as-is for now.
I hope devs will finally reintroduce avalons.
Well we definitely do need some sort of bomb or torpedo for attacking capital ships. The network lag in a Border Battle or Central Hive Skirmish can get pretty ugly with 5 Ragnaroks each launching 134 missiles packed into a blob that smack into their target's shield all within 5 seconds of eachother.
I've seen these mission sectors lag so bad that sector chat messages don't appear for nearly a minute after they're typed and the missiles trails fly right through a Heavy Assault Cruiser and loop back around for another pass before the server acknowledges the hit.
I've never used Avalons (wasn't around then.) but from what everyone has described, it seems like they fit the bill.
I've seen these mission sectors lag so bad that sector chat messages don't appear for nearly a minute after they're typed and the missiles trails fly right through a Heavy Assault Cruiser and loop back around for another pass before the server acknowledges the hit.
I've never used Avalons (wasn't around then.) but from what everyone has described, it seems like they fit the bill.
Maybe im missing something, but do they really need a prox trigger at all? i mean the target your looking to shoot at is pretty damn big, a direct hit should be feasible, we're looking at shooting the broad side of a barn here, a very very big barn.
+ a lot to the op.
Maybe im missing something, but do they really need a prox trigger at all? i mean the target your looking to shoot at is pretty damn big, a direct hit should be feasible, we're looking at shooting the broad side of a barn here, a very very big barn.
True, yesterday I attacked player run trident and even with A/A off 100% of energy and rockets hit without any proximity.
True, yesterday I attacked player run trident and even with A/A off 100% of energy and rockets hit without any proximity.
What -are- the specs on Avalon launchers anyways? Anyone got one floating around for reference? It might make this discussion a bit more practical.
Anyone got one floating around for reference?
Not that anyone's willing to admit to.
The VO Wiki lists this information: "At 48,000 damage per tube [3] the same as a classic "Avalon" torpedo tube."
http://www.vo-wiki.com/wiki/Weapons:Large#cite_note-2
Not that anyone's willing to admit to.
The VO Wiki lists this information: "At 48,000 damage per tube [3] the same as a classic "Avalon" torpedo tube."
http://www.vo-wiki.com/wiki/Weapons:Large#cite_note-2
Seeing as how the avalons made their exit long before the latest reset, I seriously doubt any non-guide players have one "floating around."
I seem to remember some "mini-avalons" making the rounds during beta, but those were small port weapons, with more ammo and smaller splash radius. Those were, as far as I know, never available to buy outside of the dev sector.
The "classic" avalon tube held three (maybe four?) rockets, each of which dealt enough damage to one-shot all ships except for the prom (24k armour back in those days!) and the ragnorok1. I would guess 16k or 18k. Although the wiki link makes me think it might have been four rockets at 12k damage. Whatever. The splash radius was 1000m, and the rockets' base speed was 30m/s. The detonation was on contact, or close enough that it made no difference.
[1] The rag's resilience, along with its neat geometry, was what made the avalons go bye-bye. By putting an avalon tube in the rear port and a lightning mine in the front port you could, simply by getting close enough to someone and firing, earn mad kills. Of course, the experience left you at pretty low health, but anyone close enough to get you before you docked was dead, so it didn't matter much.
BTW, I think the grid power mechanic offers a neat new way to deal with the insta-nukers. Make avalons and lightning (and concussion) mines both take up enough grid to be incompatible, and anyone willing to instanuke will be forced into killing themselves with a prox mine.
I seem to remember some "mini-avalons" making the rounds during beta, but those were small port weapons, with more ammo and smaller splash radius. Those were, as far as I know, never available to buy outside of the dev sector.
The "classic" avalon tube held three (maybe four?) rockets, each of which dealt enough damage to one-shot all ships except for the prom (24k armour back in those days!) and the ragnorok1. I would guess 16k or 18k. Although the wiki link makes me think it might have been four rockets at 12k damage. Whatever. The splash radius was 1000m, and the rockets' base speed was 30m/s. The detonation was on contact, or close enough that it made no difference.
[1] The rag's resilience, along with its neat geometry, was what made the avalons go bye-bye. By putting an avalon tube in the rear port and a lightning mine in the front port you could, simply by getting close enough to someone and firing, earn mad kills. Of course, the experience left you at pretty low health, but anyone close enough to get you before you docked was dead, so it didn't matter much.
BTW, I think the grid power mechanic offers a neat new way to deal with the insta-nukers. Make avalons and lightning (and concussion) mines both take up enough grid to be incompatible, and anyone willing to instanuke will be forced into killing themselves with a prox mine.
Bump.
Noted. Responded on the other thread. Busy swapping disk logic-boards to recover failed raid drives and other fun BS.
Swapping logic boards? What the heck happened?
Swapping logic boards? What the heck happened?
We had a mirror disk failure in a machine, and I hotswapped the bad disk, which magically caused the good disk to short out (1.2mil-hour MTBF Cheetah). Despite the fact that hotswapping is exactly what the SCA standard was designed to do. Hooray.
Recovering the shorted disk has sped up rebuilding the machine.
Anyway.. back on topic..
We had a mirror disk failure in a machine, and I hotswapped the bad disk, which magically caused the good disk to short out (1.2mil-hour MTBF Cheetah). Despite the fact that hotswapping is exactly what the SCA standard was designed to do. Hooray.
Recovering the shorted disk has sped up rebuilding the machine.
Anyway.. back on topic..
Wow, SCSI drives, eh? Sorry about that. I hope you're not in the position of trying to buy those things. On the bright side, at least it wasn't the moving parts that failed.