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SUNFLARES

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Jan 15, 2004 Magus link
My such witty retorts. My feelings are hurt :˜(

Anyway, here are some previous sunflare threads if anyone cares:

http://vendetta.guildsoftware.com/?action=msgboard&thread=2270&page=9

http://vendetta.guildsoftware.com/?action=msgboard&thread=2788&page=10

http://vendetta.guildsoftware.com/?action=msgboard&thread=2770&page=10

http://vendetta.guildsoftware.com/?action=msgboard&thread=2588&page=12

http://vendetta.guildsoftware.com/?action=msgboard&thread=2453&page=13

http://vendetta.guildsoftware.com/?action=msgboard&thread=2425&page=13

http://vendetta.guildsoftware.com/?action=msgboard&thread=2757&page=11

Keep in mind some of these topics are very old, so some of the arguments no longer apply.
One of these posts has little to do with sunflares. I just thought you should read one of Celebrim's posts so that you might learn what an argument looks like.

And Rogue, Gauss can be nearly impossible to dodge in a heavy, but with a fighter I can do a decent job. The only problem though, is lag. If there is a touch of lag (not much) on the part of either the firing player or the target, or a short lag burst, I get nailed every time. The Gauss bolt seems to fire faster than it should.
Nerfing the gauss, however, would make the Valkyrie much more powerful since the Gauss is one of the few weapons I can use to beat a charging valk. Tachs are too hard when your panickedly dodging rockets. Maybe the projectile should be slowed down a bit so it is still as effective at close range in a fight, but easier to dodge at medium range so heavies can still flee.
Jan 15, 2004 roguelazer link
Flares are excellent now IMHO. They were much worse before, and I find that I can avoid them quite easily now. Come to think of it, I can count the number of people who can rocket-ram me on one hand now, whereas before everyone used to. If we reduce the ammo, they become useless against all targets, whereas now they're useless against anyone that learns the 5 or 6 "avoidance techniques". The only weapon that I have a beef with is the gauss, because it's the only weapon that I cannot dodge, as evidenced by me and Serco Fighter 1 yesterday. But that's OT.
Jan 15, 2004 Magus link
The flares are fine. We have had this discussion a thousand times before. Dig them up and study the arguments made for and against.
Jan 15, 2004 Impartial link
magus.... no... stfu
Jan 15, 2004 incarnate link
This is the base where this thread belongs. In addition, replies other than "STFU U FAG" are appreciated. Flaming people who don't agree with you will not make me take your suggestions any more seriously. Defending your point is a better way to go.
Jan 15, 2004 Impartial link
you may not beleive this black.... but i agree something must be done!!!! there are no other lop sided weapons like that....why don't we all just use guass ;)
Jan 15, 2004 Pyroman_Ace link
here here, although, I wouldnt suggest lowering the amount as they are somewhat critical to the Cap Theory but lowering the Splash Radius and Damage would probably do better.

Jan 15, 2004 Impartial link
could you devs possibly elimate about half the ammout of flares that someone can carry? i'm sick of being rocket rammed ;)
Jan 16, 2004 SirCamps link
Gauss:

The problem with gauss is that the bolt is too big. Reducing it would be the way to go. I see the devs logic behind "a heavy-hitting weapon is going to be a large bolt," but it makes it too easy to hit with. If it were meant to be anti-heavy weapon, it's velocity should be 170, and its damage should be 2000. Or something like that, large and slow, not large and fast.

Sunflare:

The rocket itself is not that bad now, really. I have developed several tactics using single rocket launchers. One such is in a Valkyrie. I equip one gauss, one flare, and one rail gun. I actually killed Phoenix twice with it. I use the gauss to distract, and hit him with the flare as he boost forward, probably thinking "eh, one flare." At some point he becomes more cautious. I might take some damage, but get enough to make him think about running. When he does, pop(!) goes the rail and his ship. It's a nice tactic, really.

The only possible suggestion I'd have to sunflares is reduce the ammo capacity by four to 12, like the Jackhammer. How does it make sense to have a heavy port weapon with less ammo? If the Sunflare is to stay at 16, the Jackhammer should go to 24.
Jan 16, 2004 Hunter Alpha link
Rockets only become a problem when grouped in threes. With three rockets the proximity becomes so big that at certain distances (just outside the splash radius) they become impossible to dodge.
Jan 16, 2004 SirCamps link
No, the rockets are three meters apart, thus enlarging the "kill radius" by 10 m.
Jan 16, 2004 Arolte link
Agreed, Hunter Alpha.
Jan 16, 2004 roguelazer link
Like I said before, I can dodge even Icarus's tri-flare valk in my bus. So I am finding flares rather not a threat, just like most other guns, with the exception of gauss (in the hands of anyone), rails (in the hands of a capable sniper) and lmines.
Jan 16, 2004 Hunter Alpha link
The splash damage is 60m and the rockets travel 120m/s when fired from a ship moving at 65m/s it takes the rocket 1/2 a second to travel 60m (and the proxy will trigger at half that) so unless you have a ship that can strafe at 120m/s chances of avoiding a rocket at that distance is pretty slim.

While it could be argued that you could kill him at that distance the effective range of most energy weapons is 80-120m so all the flare user has to do it turbo for 1/2 a second and it will allow them to increase the effective range of rockets.
Jan 16, 2004 Smurfy link
Yes but if someone is firing on you at that range and you spin around they often end up blowing themselves up along with you.. so the close range isnt as much of a worry, especially since you have to correctly fire at where a person is going to be rather than where they are...
Jan 16, 2004 Pyroman_Ace link
I would disagree on several points about Guass being hard to dodge. Here are several reasons why:

1. The bolts are large but arent espcially fast (compared to Gats AGTs, and tachyons)

2. The bolt moves at the radar circle, changing course should always occur

3. The guass has a fairly low evelope so it has to be launched at a farily close proximity and with a fair amount of skill because of Reason #1


Ways to dodge

1: Vary your speeds
2: MOVE around during engagements
3: barrel roll
4: Keep your broadside hidden from view
Jan 16, 2004 Magus link
OK Pyroman. You get in a hornet, and I'll get my gauss vult and we will see how successful you are at dodging. Good luck keeping your broadside hidden.
Jan 16, 2004 Arolte link
I'll have to agree with Magus. Gauss also being problematic. Speed needs to be lowered or they need to be placed in the L-port section.
Jan 16, 2004 Spellcast link
uhh pyro the bolts move at the same speed as an adv gat 180. the refire rate is lower, so you need to time your shots just a bit, but the shot speed is constant.
Jan 16, 2004 Pyroman_Ace link
i mean the forward velocity of the Guass is slower than that of the Gat, at least I beleive it is.

I'll agree with Magus that certain ships are really hard to use against a Guass-armed anything. The best craft to use against a guass carrier are:

Vulture
Warthog
Centurion
Ragnorok
Valkyrie
Prometheus

Prom and hog because they can carry hvy weapons and the Prom again because it is heavily armored (same with Ragnorok)