Forums » Suggestions
After having been an expirienced user of guided and unguided missiles for over a year, I've grown to dislike the combination of new seeker AI and extra weapon mass. As of my last few days in-game, I've discovered that sunflares are losing their dominance over other weapons. What annoyed me was that fact that seeker missiles were dominating now. I decided to see for myself just how powerful these seekers are.
As an expirienced user of the tri-flare valkyrie, I still found it difficult to fight players in sectors full of strike force bots. Especially sectors with a station in them. In addition to the fact that I have to fight my opponent head on with the tri-flares, recently the added 3600kg of mass has roughly halved the acceleration rate of my ship.
So I bought three yellow jacket missile launchers, definately the worst choice of missile pre-beta. As it turns out, the yellow jacket launcher has a mass of one third a sunflare launcher. Meaning my valkyrie was suddenly a lot faster and much more able of dodging strike force bots. Not only that, but I don't have to look at my enemy to shoot at and kill them. Suddenly I didn't have to even approach my opponent past ~600m to attack, conveniently making energy weapons close to out of range.
Now I don't advocate the use of seeker missiles, nor do I wish to tell people that this is the new tri-flare. I just want to point out that there is something wrong when such a low level and inexpensive weapon is so much more effective than the previously infamous one. Now the problem here isn't all due to one thing, rather I think the combination of the infinite boost, unbalanced weapon masses, and new homing AI has completely changed Vendetta's playing field. Personally I miss the older days, when combat was more based on skill rather than the missile filled universe of today.
As an expirienced user of the tri-flare valkyrie, I still found it difficult to fight players in sectors full of strike force bots. Especially sectors with a station in them. In addition to the fact that I have to fight my opponent head on with the tri-flares, recently the added 3600kg of mass has roughly halved the acceleration rate of my ship.
So I bought three yellow jacket missile launchers, definately the worst choice of missile pre-beta. As it turns out, the yellow jacket launcher has a mass of one third a sunflare launcher. Meaning my valkyrie was suddenly a lot faster and much more able of dodging strike force bots. Not only that, but I don't have to look at my enemy to shoot at and kill them. Suddenly I didn't have to even approach my opponent past ~600m to attack, conveniently making energy weapons close to out of range.
Now I don't advocate the use of seeker missiles, nor do I wish to tell people that this is the new tri-flare. I just want to point out that there is something wrong when such a low level and inexpensive weapon is so much more effective than the previously infamous one. Now the problem here isn't all due to one thing, rather I think the combination of the infinite boost, unbalanced weapon masses, and new homing AI has completely changed Vendetta's playing field. Personally I miss the older days, when combat was more based on skill rather than the missile filled universe of today.
I wonder if the mass of the missiles themselves were upped if it would fix their current uberness?
Plus Seekers should be upped in net mass, IMO a seeker missile launcher should weigh more then just a plain rocket launcher. If not for reality then to make it balance better.
Both old uber weapons- flares and gauss- have now been balanced by mass, which I like a lot. We just need to get seeker types balanced now.
Plus Seekers should be upped in net mass, IMO a seeker missile launcher should weigh more then just a plain rocket launcher. If not for reality then to make it balance better.
Both old uber weapons- flares and gauss- have now been balanced by mass, which I like a lot. We just need to get seeker types balanced now.
Actually I think it would be pretty interesting to make the launchers themselves fairly low on mass, but then make the mass of the ammo itself effect the ship.
that would be more realistic, that way ppl will have to decide, i will take only 5 missles as to keep enough manuverablity in battle. Or what do i need manuverablitiy for i will take a full payload
darth out
darth out
I don't see what everyone's complaining about. A simple barrel roll takes care of most missiles.
Not any more, grunadulater, have you played recently? Missiles can now hit the barrel roll, which is why a lot of people are upset.
I think giving missiles more mass would definitely be a good idea. Also, all but the most advanced missiles shouldn't swing around for another pass if they miss the first time. Perhaps this could be accomplished by giving some missiles a "field of vision" of about 60 degrees and having them only track the target if its within their field of vision.
I think giving missiles more mass would definitely be a good idea. Also, all but the most advanced missiles shouldn't swing around for another pass if they miss the first time. Perhaps this could be accomplished by giving some missiles a "field of vision" of about 60 degrees and having them only track the target if its within their field of vision.
I would agree, if not a tri-flare-jockey would say that...
nothing against you, Katarn, but i thought there was this "never use more then 2 sunflares in a valk to be honored" rule...
nothing against you, Katarn, but i thought there was this "never use more then 2 sunflares in a valk to be honored" rule...
You should check out my missle suggestion thread.
I outlined some stuff I think could fix this, perhaps you could give some more suggestions or point out some problems of what I suggested?
(sorry for shamelessly promoting my topic :D....but it does pertain to this, almost exclusively :D)
I outlined some stuff I think could fix this, perhaps you could give some more suggestions or point out some problems of what I suggested?
(sorry for shamelessly promoting my topic :D....but it does pertain to this, almost exclusively :D)
Good I LIKE to hear the tri-flare jocks complaining. I'm GLAD the sunflares have been fixed.
I agree with furball, though something should be done with homers, but they shouldn't be as they were.
... and energy weapons are WAY WAY WAY too heavy. Tripple gauss is heavier then the rest of the ship.
its seriously bad that I gain 600kg weight by removing my flare and grabbing a Gemini instead. :-/
Triple gauss is sick though. it SHOULD be damn heavy.
Agreed... while there's nothing worse than tri flare valk jocks only slightly less worse (and I mean on the order of 0.00001) are tri gauss valk jocks.
lol ok, no gauss, no seekers, no rockets... what do we use to not be called a 'jock' or 'spammer' ?
Don't use 3x of a gun, have a variation. Or tri-rail. No one ever calls someone a tri-rail jock.
Quentin: Fly a bus.
Works wonders, I've never been called a jock or spammer.
Edit: Valk jock applies to any valk pilot, regardless of loadout. Get with the program.
Works wonders, I've never been called a jock or spammer.
Edit: Valk jock applies to any valk pilot, regardless of loadout. Get with the program.
Not just 3X of a gun. 3X of a gun with any sort of autoaim.
Flares and gauss are perfectly balanced IMO. Homers are close to being great, they just need to be toned down a tiny bit.
My extreme stance is that homers should go.
Lack of homers = win.
Lack of homers = win.