Forums » Suggestions
Fix Turrets Already
Turrets should behave like every other weapon in the game and use energy and ammo. Capships can camp in a sector and spam Missiles forever and make the sector unplayable. And energy weapons like cap rails can still shoot even when the power cell is empty and someone is shooting PCBs at the cap ship.
This is just wrong and seems like a bug that was never fixed. We already have the energy consumption and ammo stats for turrets so why do they not use them?
This is just wrong and seems like a bug that was never fixed. We already have the energy consumption and ammo stats for turrets so why do they not use them?
Why the rude title?
I fly past capships all the time. In fact, I literally fly rings around them and rarely get hit. Just keep at it and before long you'll learn to fly better. No need to fix that which ain't broke just because you died once.
@Whistler
I'm sorry but this wasn't meant to be rude. It's just that this bug is pretty old and I thought this title was appropriate. You can change it if you don't like it. It wasn't intentional and it's fine without that word.
@Skinwalker
This is a bug since the stats mention energy cost and you can see the ammo of cap swarms. This suggestion has nothing to do with me and you should talk about the suggestion and not the author. Keep it objectively and civilised. Not once did I mention something about me dying to a cap ship or that I'm not able to dodge so I don't know where you pulled that from.
I'm sorry but this wasn't meant to be rude. It's just that this bug is pretty old and I thought this title was appropriate. You can change it if you don't like it. It wasn't intentional and it's fine without that word.
@Skinwalker
This is a bug since the stats mention energy cost and you can see the ammo of cap swarms. This suggestion has nothing to do with me and you should talk about the suggestion and not the author. Keep it objectively and civilised. Not once did I mention something about me dying to a cap ship or that I'm not able to dodge so I don't know where you pulled that from.
I cannot edit thread titles, and I removed a personal comment.
The Suggestions forum is an opportunity to influence the development of Vendetta Online. There is no need to be anything but polite and collegial here.
The Suggestions forum is an opportunity to influence the development of Vendetta Online. There is no need to be anything but polite and collegial here.
on the wiki capswarms are listed as having 120 ammo which is a little high IMO 60-80 would be better, their lifetime is also 5 seconds longer which really doesn't make sense since they are just supposed to be regular chaos swarms coming out of a capital turret
It's pretty clear that one person is suggestion a multitude of changes to suit his/her own personal style of play. Ultimately, this one person would probably like to fly around in a RevC and own everything from capships to ECs and, because he/she cannot, he/she is suggesting changes.
If the majority of the playerbase agrees, and the devs like it, cool.
It still looks like what it is though.
If the majority of the playerbase agrees, and the devs like it, cool.
It still looks like what it is though.
I'm sorry but this wasn't meant to be rude. It's just that this bug is pretty old and I thought this title was appropriate. You can change it if you don't like it. It wasn't intentional and it's fine without that word.
This is not a "bug". We did not "accidentally" implement infinite energy/ammo for capship weapons. The road to developing capships has been quite long, with a lot of trade-offs along the way. For a long time, there was only one station in the whole galaxy where you could have refilled your ammo, and it took a bloody century to fly to the docking bays. Arguably the only "bug" is that the description is wrong.
Also, "Bugs" have their own forum. Called "Bugs". This is "Suggestions", where people are supposed to present forward-looking changes with optimism, and not with grumpy indignation. How you present an issue does impact how it will be received.
Maybe you didn't "mean" it to be rude, but you certainly didn't put much effort or thought into the way you presented it either; ultimately this results in being rude by way of being lazy.
For the record, I actually don't have a problem with adding consumable ammo and centralized energy consumption to capital ship weapons. I've been considering this lately.
But, if we're going to discuss that, it should probably be in a different thread that has a more coherent and positive presentation of how we're going to specifically improve the overall balance of game by changing the mechanics, and is willing to consider all of the varied, nuanced trade-offs for all players and roles (like the hassle of re-arming a capital ship), instead of just espousing one person's singular agenda.
This is not a "bug". We did not "accidentally" implement infinite energy/ammo for capship weapons. The road to developing capships has been quite long, with a lot of trade-offs along the way. For a long time, there was only one station in the whole galaxy where you could have refilled your ammo, and it took a bloody century to fly to the docking bays. Arguably the only "bug" is that the description is wrong.
Also, "Bugs" have their own forum. Called "Bugs". This is "Suggestions", where people are supposed to present forward-looking changes with optimism, and not with grumpy indignation. How you present an issue does impact how it will be received.
Maybe you didn't "mean" it to be rude, but you certainly didn't put much effort or thought into the way you presented it either; ultimately this results in being rude by way of being lazy.
For the record, I actually don't have a problem with adding consumable ammo and centralized energy consumption to capital ship weapons. I've been considering this lately.
But, if we're going to discuss that, it should probably be in a different thread that has a more coherent and positive presentation of how we're going to specifically improve the overall balance of game by changing the mechanics, and is willing to consider all of the varied, nuanced trade-offs for all players and roles (like the hassle of re-arming a capital ship), instead of just espousing one person's singular agenda.