Author Topic: Ammunition Tweaks  (Read 6766 times)

Offline Kalzarius

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Ammunition Tweaks
« on: April 28, 2010, 12:08:48 am »
-Raid Starships and Leech Starships are now immune to dark matter, to blades, to missiles, and to snipers.

Not terribly disappointing. It's not like any of those munitions could actually catch up to a Raid starship.  :P


Munitions should probably made faster than all units in the game so that they can actually hit units that can sweep across the system in record time.  And I don't mean firing rate.  I mean the speed of the missiles/lasers/shells/etc.  They should be at least 1.5X the speed of the fastest unit in the game (and ideally have the relative velocity of whatever is firing them). Too many times do I watch as a Raid starship comes out of a gate and heads towards a wormhole with 1800 shells/lasers/etc. trailing in its wake, only for the starship to go through a wormhole without getting hit by a single shot.

Offline Draco18s

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Re: Ammunition Tweaks
« Reply #1 on: June 02, 2010, 01:49:34 pm »
Agreed, shots need to travel faster.  When I played my first "real" game the fastest ship I knew of was speed 80ish.  Shots caught up and I assumed they were speed 100 or so.

But last weekend I played and found a non-starship ship with speed 140!  I don't recall what it was offhand, but I'm almost certain it could actually outrun bullets.

rubikscube

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Re: Ammunition Tweaks
« Reply #2 on: June 02, 2010, 06:52:26 pm »
wutabout teleporting ships, making it essentially "the speed of light" will make teleporting obsolete. Basically, if you microenough as in teleporting everysecond (or like a spinbot) your ships basically never get hurt and even if the ammo hits it, it's shields are enough to defend it.

as for regular ammo, making it to fast makes it hard to kite enemies and as you said run from bullets. very great discussion and will like to know wut x thinks of it

Offline bongotron2000

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Re: Ammunition Tweaks
« Reply #3 on: June 03, 2010, 07:14:13 am »
I'd really like to see lasers being made instant hit, in the same way as beam weapons are. If there's one ammo type that should travel at the speed of light, lasers should be it.

The raid starships being able to outrun most shots seems reasonable for their purpose as hit-and-run units, but maybe they need something that can catch them without having to resort to heavy beam turrets.

Offline Draco18s

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Re: Ammunition Tweaks
« Reply #4 on: June 03, 2010, 12:47:35 pm »
wutabout teleporting ships, making it essentially "the speed of light" will make teleporting obsolete. Basically, if you microenough as in teleporting everysecond (or like a spinbot) your ships basically never get hurt and even if the ammo hits it, it's shields are enough to defend it.

as for regular ammo, making it to fast makes it hard to kite enemies and as you said run from bullets. very great discussion and will like to know wut x thinks of it

Teleporting ships should outrun bullets.  That's the point.  But just about anything else should be slower than bullets, at least by an amount that means that as long as they're attacking a player he should be able to do damage and only "out run" bullets by warping out of system.

rubikscube

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Re: Ammunition Tweaks
« Reply #5 on: June 03, 2010, 06:24:46 pm »
it should outrun bullets, you mean it should be indestructable as nothing can hit it? make the teleport lag longer

beam weapons are infact kinda wierd as the only instant traveling ammo, it should be fast, but not instand. raid starships cannot travel anywhere forever, it has to stop eventually and your ammo will get it. as in raid starships runs headon to your fleet,

Offline Draco18s

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Re: Ammunition Tweaks
« Reply #6 on: June 04, 2010, 10:42:01 am »
it should outrun bullets, you mean it should be indestructable as nothing can hit it? make the teleport lag longer

What I meant was, that if you macro your teleporting units correctly you can avoid them ever getting hit.  Just tepeport them out into the void, then wait a second, then teleport into a wormhole and then back into battle.  Voila, all the shots die.

rubikscube

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Re: Ammunition Tweaks
« Reply #7 on: June 04, 2010, 06:52:54 pm »
yah, that means it basically is invincible besides sniper shots (and if you micro enough it still won't even hit it) i can even imagine a config that makes your teleporting ships automatically teleport from one spot to another so maybe only beam weapons can ever hit it

Offline Draco18s

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Re: Ammunition Tweaks
« Reply #8 on: June 04, 2010, 08:31:14 pm »
automatically teleport from one spot to another so maybe only beam weapons can ever hit it

Beams and lightning.  Both of which insta-gib most teleporting units.  Teleporting battle-stations can take 3 or 4, depending on mark level.

rubikscube

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Re: Ammunition Tweaks
« Reply #9 on: June 04, 2010, 09:37:57 pm »
still op, make teleport lagger noticable

Offline x4000

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Re: Ammunition Tweaks
« Reply #10 on: June 07, 2010, 10:43:11 pm »
Bullets are slower normally, but they already accelerate to be slightly faster than their target if their target is moving.  This applies to all ammo types, but it doesn't apply to ships that teleport out of range of the shots.
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Offline Kalzarius

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Re: Ammunition Tweaks
« Reply #11 on: June 08, 2010, 02:46:10 am »
Bullets are slower normally, but they already accelerate to be slightly faster than their target if their target is moving.  This applies to all ammo types, but it doesn't apply to ships that teleport out of range of the shots.

Slightly faster doesn't seem fast enough to catch up to Raid starships. They usually get to their target, destroy it, and go through a wormhole before any of the innumerable shots reach it.

Offline x4000

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Re: Ammunition Tweaks
« Reply #12 on: June 08, 2010, 08:35:45 am »
Hmm, we may have to make it like 10 faster instead of 2ish faster. I'll look at that.
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Offline Ozymandiaz

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Re: Ammunition Tweaks
« Reply #13 on: June 08, 2010, 10:13:57 am »
Bullets are slower normally, but they already accelerate to be slightly faster than their target if their target is moving.  This applies to all ammo types, but it doesn't apply to ships that teleport out of range of the shots.

Slightly faster doesn't seem fast enough to catch up to Raid starships. They usually get to their target, destroy it, and go through a wormhole before any of the innumerable shots reach it.

That is its role tho, quick in, kill, quick out.

It being so fast that no shots ever hit it, that might need tweaking tho.
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Offline NickAragua

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Re: Ammunition Tweaks
« Reply #14 on: June 08, 2010, 11:43:07 am »
They wouldn't be much good for raiding then, would they?