Forums » Suggestions

Trident changes and considerations

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Nov 13, 2013 peytros link
tridents are too defensive as is, the infinite amount of gems needs to change to something like 100, the armor should be reduced by half and make them wait 15 seconds between jumps.

seriously they shouldn't be a free pass through greyspace and you shouldn't need a specially set up ship to take one down. this is the smallest capship, not a teradon, HAC, or connie. right now every encounter I have had with it involves the trident pilot running away rather easily because they just sector hop until they get away or go full steam into a nations WH while spamming some souped up version of gems which are harder to dodge then the regular ones.
Nov 13, 2013 bladerus link
"while spamming some souped up version of gems which are harder to dodge then the regular ones."

There are no souped up gems. Sometimes turret operators use a bionic prediction device that tells which direction to fire the next gem pair to increase the probability of hit.

And definitely yes. Tridents are harder to kill for a single pilot.

The no jump 15 sec is too much in my opinion. In 15 secs you can always cross the sector to a distance where you actually get information about the next destination sector of your chased prey. Why does most people say that evasion to random uninhabited sectors is bad? With this (15 sec jump stop) implemented Tridents having only 1 pilot on board will be practically defenceless against any attacker.

Hit probability of gems is insanely low so it is not a solution for the pilot to spam the attacker in blindfire mode. Aiming gems need time and during this attacker can land plenty of hits from one of the dead spots of the ship.
Nov 13, 2013 abortretryfail link
You can fire 100 gems at someone and not even come close to killing them. They hardly do any damage and they're trivial to dodge.

You just hate them because the beeping drives you nuts, peytros.

Why does most people say that evasion to random uninhabited sectors is bad?

Because it's skillless dice rolling in a game that's based on skill.
Nov 13, 2013 bladerus link
Skilless diece rolling: If I set up an evasion route manually when attacked it is skillful? Definitely Evade plugin will work and plot until swiched off, and manual plot will end as soon as I reach the final plotted sector.
Nov 13, 2013 peytros link
"they hardly do any damage"

that is completely false ARF they do around 10 percent per hit on a valk. and even though the stats claim to be the same the tracking or something must have been improved because you can just regularly diamond dodge all day when a player shoots non turret gems but trying that with the turret version gets you no where
Nov 13, 2013 abortretryfail link
That's their rated damage against a stationary target at "ground zero", not what actually gets applied in the splash radius.

This is especially relevant when moving fast.

If I'm attempting to flee at 140m/s, most of the time I get gemini hits, they do NO DAMAGE AT ALL. Killing a valk with them takes ages.
Nov 13, 2013 abortretryfail link
bladerus, you hop sectors until you jump in >1000m so your next jump is a mystery. It's dice rolling.
Nov 13, 2013 TheRedSpy link
Nov 13, 2013 CrazySpence link
I want babylon 5 earthforce destroyer beam cannons that do 50k damage per second but fire in a straight line
Nov 13, 2013 Phaserlight link
I too think player Tridents could use much better weaponry options, equip-able on capital turrets only. Right now they look like they fall somewhere between huge cargo hauling tanks and aircraft carriers, and the cargo hauling part received a nerf.
Nov 13, 2013 abortretryfail link
So did the aircraft carrier part. I used to be able to haul 4 Ragnaroks into Serco space before the "cargo nerf"
Nov 13, 2013 Conflict Diamond link
Skilless diece rolling: If I set up an evasion route manually when attacked it is skillful? Definitely Evade plugin will work and plot until swiched off, and manual plot will end as soon as I reach the final plotted sector.

The part where the server decides the warp-in points of you and your pursuer is pure dice-rolling. You bounce empty sectors until you get lucky. I've always plotted everything manually, and sure, there's skill in not screwing up and choosing an unmarked roid sector, but the actual escape happens when you are lucky enough to be far away from your pursuer's warp-in point that you can regenerate full-charge to warp out before they get within 1000m. Pure luck when it happens, but hop around long enough and it will happen eventually.
Nov 13, 2013 Pizzasgood link
Only 25% to jump out of an empty sector, not full charge, but yeah. It's particularly fool-proof with Tridents, which have more than enough armor to survive until they get lucky. With lighter ships, it's sometimes possible for the pursuer to get lucky first and land close enough to damage the other ship before it can jump away. If it was already limping, the fight is won. But that's rare; the odds favor escape. Against a Trident, the only hope is that it gets caught in an ion storm or lands on a roid field.
Nov 13, 2013 Conflict Diamond link
right, 25%. Meh.

That being said, without 4 players riding along the trident pilot has little incentive to ever stand and fight. I know plugins have been made to bounce your loader account between turrets to fire a nonstop hail of gems or firecrackers, but the best technique for those is also running, since chasing makes it harder to dodge incoming missiles.
Nov 13, 2013 incarnate link
Yes, my late-night recollections were inaccurate.. but I basically only trust the source code, when it comes to current implementations. I emailed Ray for a current run-down of NFZ impacts before I wrote my thread response, but I knew I wouldn't get an email back for 12 hours or so.. and since this thread was rapidly sliding downhill thanks to TRS framing everything as a guild-politics / play-style issue, I thought I had to respond and say something constructive right away.

There are sometimes differences between how I say the game should be, versus how it is actually implemented, committed and released. This is why I ask for a production source-code review on anything of significance that I want changed, to be sure of exactly where I'm starting. Even when things are implemented as I ask.. people forget to commit code, leave things commented out, shit happens.

Moving right along, yes, having a permanent faction standing change, based on a high amount of damage done in a NFZ, does not sound unreasonable to me.

I'm open to feedback on other challenges with capship ownership that might be raised by the upcoming changes. Etc.
Nov 13, 2013 bladerus link
ARF: You're right on that (diece rolling). On the other hand is there any option when dent is equipped with only gems to flee from attackers? I don't see any, but jumping. If one stops in a sector to fight it is quite hopeless. Gems can be dodged easily. I could get peytros down to 60 some% with a couple of gem hits, but he was in a light fighter.

The warfare against dents if the hopping is not fair seems quite uneven for me. The attacker keeps shooting from the dead zone until the huge armor is diminished. If dent has one and only one person crew it is just a matter of time so it gets destroyed.

I'm not whining. I stay and fight when I feel so. But when in the midst of a mission with time sensitive objective noone prefers to waste time in a slow vessel against agile fighters.
Nov 13, 2013 Pizzasgood link
If people get in your blind spot, move the blind spot. If your weapons are insufficient, use better weapons. If you still can't manage solo, bring friends. Capital ships really are not supposed to be solo vessels. They do still need some improvements so that they can be more useful solo, and the devs are working on that, but that isn't a capship's primary purpose.
Nov 13, 2013 abortretryfail link
Oh, I'd figure jumping into one of those purdy Ion Storm things where the Trident's superior radar capabilities would allow it to see its pursuers and hide while said pursuers get lost in the storm looking for it?

That'd put some value on knowing where storms are instead of just where they always aren't and utilize one of the new(ly implemented) AWACS stuff the devs did a few weeks back.

Just a thought...
Nov 13, 2013 Pizzasgood link
Yeah, I like that idea. Ion storms need to become more interesting elements of gameplay. The devs also need to sort out that problem with convoy exit points someday, so that they can return the storm exit points back to normal instead of being at sector centers. Storms as they are now are too easy to exit.
Nov 13, 2013 peytros link
jesus you guys like to whine about how bad capships are. no other ship lets you constantly have 13-14 missiles homing in on a person per the entire time they are trying to shoot you. the gem turrets need to go back to being ammo based. I would suggest 100 being a reasonable amount. if you can't damage your attacker enough for them to flee or have back up by then that's your fault for taking a ship out you don't want to lose.