Forums » Suggestions
Prevent Double Splash damage to the shooter with Avalons
Because I am not sure why splash for any person inside the blast radius should be any different. It makes no sense.
Look, I know you're in love with avalons now but the blast radius rules are there so people cant use proms/rags/tungtaurs as suicide ships with avalons and just murder like 5 people with a TU mine or an avalon into a mine from another port and just walk away.
That would be incredibly stupid.
That would be incredibly stupid.
Oh yeah and ramming head first into a Avalon and killing the attacker irrespective of what ship they're in is "balanced". Why can't it work the other way? That's tactics.
Either double the damage of Avalons, or remove the splashback double damage entirely. It's not realistic and it's not balanced.
Either double the damage of Avalons, or remove the splashback double damage entirely. It's not realistic and it's not balanced.
You're talking about say one or two pilots in a sector floating around, maybe they're attacking the pilot in question and suddenly BOOM, both pilots attacking the other person die and he just walks away scott-free.
It's not tactics when TU mines + prom = insta-win any duel, it's just stupidity and it will get old very fast.
You have got to be the worst sore loser in the history of bad sportsmen. I killed you once in a freak accident today because you just happened to fire an avalon as I was RIGHT on top of you in a skyprom causing it to detonate and kill you so NATURALLY you make 2 suggestions threads complaining about it like it's happening every day.
And of course your suggestion is to make it so instead of flying at you with a normal prom all I have to do is fly at you with a TU mine and you will explode and I will still survive because a prom could eat a TU mine in this scenario.
It's not tactics when TU mines + prom = insta-win any duel, it's just stupidity and it will get old very fast.
You have got to be the worst sore loser in the history of bad sportsmen. I killed you once in a freak accident today because you just happened to fire an avalon as I was RIGHT on top of you in a skyprom causing it to detonate and kill you so NATURALLY you make 2 suggestions threads complaining about it like it's happening every day.
And of course your suggestion is to make it so instead of flying at you with a normal prom all I have to do is fly at you with a TU mine and you will explode and I will still survive because a prom could eat a TU mine in this scenario.
Double self-damage is stupid. Especially from mines. Its easier to blow your own moth up with prox mines than it is to kill a Greyhound chasing you because of it...
If you don't want to lose a duel then don't duel, it's that simple. I'm not talking about some freak accident. I'm talking about the broken-ass mechanic that was raised by the freak accident.
It shouldn't happen, end of story. The tradeoff of firing the TU or Avalon is your risk, and broken mechanics like this make the prospect of using them that much stupider.
Tell me why there should be two different damages for someone firing and someone getting hit by it? Instead of spewing shit like you always do, tell me why this mechanic should stay, and don't cite some dumbass duel imbalance. It's not realistic, it's not balanced and you want it to stick around because then you can run into more avalons in your precious prom.
It shouldn't happen, end of story. The tradeoff of firing the TU or Avalon is your risk, and broken mechanics like this make the prospect of using them that much stupider.
Tell me why there should be two different damages for someone firing and someone getting hit by it? Instead of spewing shit like you always do, tell me why this mechanic should stay, and don't cite some dumbass duel imbalance. It's not realistic, it's not balanced and you want it to stick around because then you can run into more avalons in your precious prom.
I'm not going to get involved in this debate, but honestly leave the "realism" arguments at the door please. If VO mine or torp damage were realistic, there'd be no such thing as a fixed "splash" radius. You'd have a damage level based on the distance you were from the explosion dropping off exponentially. (EDIT: actually as an inverse cube)
Failing a smooth damage curve, a closer suggestion would be to have 2 radii: S1 and S2.
If d = distance from explosion
d < S1 --> Double damage
d > S1 d < S2 --> Normal damage
d > S2 d < 2 * S2 --> Half damage
We could have more gradients, but this approach would better approximate what would really be happening. Under this algorithm, if you blow an avalon (or any other exploding munition) in your own face, you can (and should) pay the price for it. Anybody else caught in the same spot would get hammered too. This approach would also reward those who can bullseye with torps, rockets, or flares as the S1 radius should be smaller than the current splash radius (and always smaller than a proximity radius).
I'm not trying to settle any debate over duel imbalances (real or perceived), but I would politely suggest we try to define an environment then find tactics which fit that environment rather than trying to change the environment to fit our favorite tactics.
Failing a smooth damage curve, a closer suggestion would be to have 2 radii: S1 and S2.
If d = distance from explosion
d < S1 --> Double damage
d > S1 d < S2 --> Normal damage
d > S2 d < 2 * S2 --> Half damage
We could have more gradients, but this approach would better approximate what would really be happening. Under this algorithm, if you blow an avalon (or any other exploding munition) in your own face, you can (and should) pay the price for it. Anybody else caught in the same spot would get hammered too. This approach would also reward those who can bullseye with torps, rockets, or flares as the S1 radius should be smaller than the current splash radius (and always smaller than a proximity radius).
I'm not trying to settle any debate over duel imbalances (real or perceived), but I would politely suggest we try to define an environment then find tactics which fit that environment rather than trying to change the environment to fit our favorite tactics.
If I'm not mistaken, the double self-damage thing was done as a response to people flying Proms and "Rocket ramming." Unfortunately the fix was applied to all explosions, not just stuff like Sunflares.
When Avalons and TU mines were added to the game, they inherited that nonsense, even though they already do enough to make up-close encounters with them suicidal.
When Avalons and TU mines were added to the game, they inherited that nonsense, even though they already do enough to make up-close encounters with them suicidal.
Double splash has always been a typical VO fix (i.e., we haven't the time to do it right, so we'll do this), and should be removed across the board. If that makes having a heavily armored rocket ship marginally better and harder to face in a stand-up fight, NBFD.
But the Devs still lack time to do stuff right, this is pretty low on the priority list, and I and others have been asking for the same thing off and on for about ten years. So don't hold your breath.
But the Devs still lack time to do stuff right, this is pretty low on the priority list, and I and others have been asking for the same thing off and on for about ten years. So don't hold your breath.