Forums » Suggestions
Give yellowjackets a prox radius
I'm proposing that yellowjacket missiles should be given a proximity detonation radius. I mean, seriously these things are jokes. I had a newbie in a hog empty his entire magazine of yellowjackets at me, I did nothing but the barrel roll and he didn't get a single hit. I think giving these missiles a small proximity detonation would help solve this problem: anything from 10m-30m. (Bear in mind that the greater the proximity, the less damage these missiles will do when they explode.) I think 20m would be a good experiment to start with. Post if you're for or against this. If for: what proximity should they have? If against, state your reasons why not.
20m ???????
Im getting scared. Even the heeters dont have 15m. I propose rather something like 10m. When you know that a swarm only has 5m. And everybody knows how difficult they are to dodge :D.
cheers
Im getting scared. Even the heeters dont have 15m. I propose rather something like 10m. When you know that a swarm only has 5m. And everybody knows how difficult they are to dodge :D.
cheers
I'm against prox radiuses larger than 5 meters for missiles. Instead, homing missiles should be much, much faster. Something that requires your immediate attention and forces you to forget even thinking about fighting.
1. Only the most advanced missiles loop back around if they miss you.
2. Even the slowest homer should travel at speeds over 90 m/s.
3. Most missile capacities should be halved, while damage consequently goes up.
1. Only the most advanced missiles loop back around if they miss you.
2. Even the slowest homer should travel at speeds over 90 m/s.
3. Most missile capacities should be halved, while damage consequently goes up.
The yellowjackets are useless. Their "spin" attack means that they miss. Every time.
swarmers are hard to miss cause there are so many of them!
Well... at least their particle effects look cool. Hehe. But seriously, yeah something is wrong with 'em. I even managed to fly right THROUGH a couple of 'em without having them go off and cause damage.
And I know this isn't part of the topic, but I think a better way to balance the sunflares would be to increase its speed but reduce its proximity detonator drastically. Then it would be a more respectable weapon. Just a suggestion.
And I know this isn't part of the topic, but I think a better way to balance the sunflares would be to increase its speed but reduce its proximity detonator drastically. Then it would be a more respectable weapon. Just a suggestion.
SirCamps - I love the idea, but that would take missiles in a completely new direction. Perhaps that's where the devs want to go, but I'm just talking about fixing the yellowjackets as they stand now. I don't think giving them a faster speed would necessarily solve the problem. Take the stingrays for example - fast missiles with no prox radius. Do they hit? No. Okay so they hit more often than yellowjackets, but they still get fooled by the barrel roll. I just think it's rediculous that you can dodge virtually any missile by holding down the "strafe" and "spin" keys. This has got to be fixed, either by better missile AI, or by giving the missile a larger prox radius so that when it comes within range of the barrel-rolling target, it explodes anyway.
My understanding is that there is something broken in thier guidance system.
As for things getting fooled by the barrel roll too easily, everything gets fooled by a barrel roll too easily.
As for things getting fooled by the barrel roll too easily, everything gets fooled by a barrel roll too easily.
They work really well against stationary targets. Unfortunately, there aren't too many of those.
I equip a triple-rack of these with individual bindings for mine-clearing. The scary part is that they sometimes miss the mines.
well...
and then there is the problems that not all mines are detonated, even when hit with a missile (i use gemini for demining, they have one shot more than YJ)
and then there is the problems that not all mines are detonated, even when hit with a missile (i use gemini for demining, they have one shot more than YJ)
Missiles are never good at clearing mines. Oddly enough some swarm missiles can't even hit mines. And geminis have a unique twirling motion when fired, but this easily throws off their tracking against those tiny mines. But the twirling and unpredictable motion patterns of these weapons are definitely effective against other players.
Yellow-jackets... you'll be lucky to hit anything with 'em. Not only is its proximity detonator too low, but it also tends to sort of drift away towards places you wouldn't ever imagine. I wouldn't even think about using 'em for demining.
Yellow-jackets... you'll be lucky to hit anything with 'em. Not only is its proximity detonator too low, but it also tends to sort of drift away towards places you wouldn't ever imagine. I wouldn't even think about using 'em for demining.
I wasn't referring to mines. I was talking about turrets and Rags (which go so slow they might as well be stationary.)
I know. But ctishman and toshiro brought up the topic of mines.
/me slaps Magus
=b
/me slaps Magus
=b