Forums » Suggestions
(PCB rebalance 1/2) Reduce the lifespan of the shot to 1 second.
I spent a little time thinking how to rebalance the power cell blaster due to all the energy changes for turrets. And I’ve come up with this:
Reduce the lifespan of the shot to 1 second. That way it will only fire 215m. This means that someone in a nonshielded ship will have to risk being in the effective range of all turrets if they wish to use the power cell blaster.
Reduce the lifespan of the shot to 1 second. That way it will only fire 215m. This means that someone in a nonshielded ship will have to risk being in the effective range of all turrets if they wish to use the power cell blaster.
I think changing the standard PCB range is interesting.
I do have some concerns..
- One being that short-lifespan shots are not something we've had in the game, usually. Given player latencies and time synchronization, you may see shots that appear and vanish almost instantly, because the network round-trip time absorbed much of the shot lifespan.
- We might (?) have to retune the standoff distances of NPC AI, which is currently a generic concept that doesn't differ by target type. But, they do usually seem to get pretty close, I think.
I do have some concerns..
- One being that short-lifespan shots are not something we've had in the game, usually. Given player latencies and time synchronization, you may see shots that appear and vanish almost instantly, because the network round-trip time absorbed much of the shot lifespan.
- We might (?) have to retune the standoff distances of NPC AI, which is currently a generic concept that doesn't differ by target type. But, they do usually seem to get pretty close, I think.
-1
215 m is not enough to avoid getting killed by the capship explosion when you kill npc Goliath/dents
make it 600-700m.
Turrets are still effective at that range.
215 m is not enough to avoid getting killed by the capship explosion when you kill npc Goliath/dents
make it 600-700m.
Turrets are still effective at that range.
215 m is not enough to avoid getting killed by the capship explosion when you kill npc Goliath/dents
Any ship with better than 15k or better armor can survive a capship explosion at that range. This includes the Centaur, Ragnarok, Behemoth, and Prometheus.
For all others, once you get the capital ship down to 4% you can back off and you'll still get the kill.
Any ship with better than 15k or better armor can survive a capship explosion at that range. This includes the Centaur, Ragnarok, Behemoth, and Prometheus.
For all others, once you get the capital ship down to 4% you can back off and you'll still get the kill.
-1
I'd rather see capship defensive capabilities enhanced, whether that's by tweaking of shield turrets or making offensive turrets more lethal.
I'd rather see capship defensive capabilities enhanced, whether that's by tweaking of shield turrets or making offensive turrets more lethal.
make it 600-700m. Turrets are still effective at that range.
The long-standing, existing "range" of PCBs is 3 seconds, or 645m.
The long-standing, existing "range" of PCBs is 3 seconds, or 645m.
I've reduced this now to 2 seconds (430m), we'll see how it is there. Should be active in Production like that, now.
I think closer-quarters being a tradeoff of the standard PCB, is reasonable. 2-seconds will hopefully be a long enough lifespan (range) to forestall my other concerns.
I think closer-quarters being a tradeoff of the standard PCB, is reasonable. 2-seconds will hopefully be a long enough lifespan (range) to forestall my other concerns.