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4.87 fighter missiles finetuning

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4.87 fighter missiles finetuning
Offline Ursus
09-23-2013, 05:02 PM,
#31
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What about this: 70 item count, 1 cargo per missile (bigger ship more missiles), no energy use, 6sec recharge (to prevent spam), 5:1 hullConfusedhield ratio

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Offline TLI-Inferno
09-24-2013, 04:54 AM,
#32
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Having only one missile and then making them powerful significantly reduces the variety of possible loadouts.

You should definitely allow people to at least use two missiles, so that they could have a combination of two different ones, or even just two of the same, or possibly a person might simply ignore them and use 6 guns. But only one mount really closes a lot of doors.
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Offline Zayne Carrick
09-24-2013, 07:21 AM,
#33
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(09-24-2013, 04:54 AM)TLI-Inferno Wrote: But only one mount really closes a lot of doors.
Especially the door of instakilling all LF and HF
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Offline AeternusDoleo
09-24-2013, 07:32 AM,
#34
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Small point of attention...

Right now fighter shield hitboxes aren't active. I'm working on making them active (for ALL fighters and several smaller gunboats, not just the vanilla ones), which will ensure that gun type weapons can quite easily drop a fighter shield by aiming center mass (as long as shields are up, shooting through a ship such as the Sabre will not be possible - shield grid follows the outer edges of the model largely).

This makes the "zap shields with gun and hullbust with a heavy missile" tactic viable. Provided of course we can get the lag down to an acceptable level so that missiles track properly, even in groupfights.

Quote:Any energy_damage above 0 will simply have the gun treated as a pulse gun with no hull damage applied.
This statement is false. You can't mix explosive damage with direct impact damage (if there's an explosion arch attached to the weapon then direct damage is ignored) but you can mix energy damage and hull damage in any amount desired.

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Offline Nerva
09-24-2013, 08:13 AM, (This post was last modified: 09-24-2013, 08:25 AM by Nerva.)
#35
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(09-24-2013, 07:32 AM)AeternusDoleo Wrote: Right now fighter shield hitboxes aren't active. I'm working on making them active (for ALL fighters and several smaller gunboats, not just the vanilla ones), which will ensure that gun type weapons can quite easily drop a fighter shield by aiming center mass (as long as shields are up, shooting through a ship such as the Sabre will not be possible - shield grid follows the outer edges of the model largely).

Does that mean shield hitboxes will be convex hulls wrapping around the ship?
Ships like Titan, Courbe and other such "finned" ships are going to lose their shields very fast. Shields in general are going to be easy to drop, except for some ships like the new Raven's Talon and the Nyx.
Or will it be like in 4.86, where shields were approximately skin-tight?
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Offline Jack_Henderson
09-24-2013, 12:20 PM,
#36
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Reporting from the raid yesterday:

Sidewinders imo perform as they should.
Good tracking.
Adequate damage to VHF (about 1/5th-1/6th hull when hit fully).
Okay hit probability: about 25-30 % I would say (during laggy conditions and opponents that used CMs).

It also required teamwork to carry additional missiles, trade them, etc.

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Offline Jack_Henderson
09-25-2013, 01:47 PM, (This post was last modified: 09-25-2013, 01:47 PM by Jack_Henderson.)
#37
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Reporting from the raid:

Missile damage to equipment seems fine to me. I was fired on for quite a during the raid, was hit quite a bit by missiles until my bots were very low and all my equipment was yellow to red. Repairbill was high, equipment was still there, but heavily damaged.

If you get fired at more than I did, I think loss of equipment should be the case.

Perhaps one thing must be taken into account: subtargetting the thruster would be a fast way to end battles if snub thrusters fall off too easily. That would be lame. Perhaps checking/reevaluating thruster HP may make sense. Everything else can fall off eventually, but the thruster should not be one of the first things, as it renders you 100 % useless.

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Offline SummerMcLovin
09-25-2013, 02:58 PM,
#38
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My thoughts on the equipment damage they do would be to make it somewhere around (probably just above) the damage a fighter takes in a fight and using all nanobots.
I remember fighting Josia in my Paladin probably something like a year ago, eating a lot of mines but surviving long enough to get some bots from a cap (which I regretted, don't condone and don't think I have used since) and with the second lot of mines coming down on me I started to lose equipment so decided I'd be better off just dying.

As Jack said, losing guns and other equipment is pretty lame, but so is endless botfeeding. You can still run off and repair/restock at a station as a valid reward for escaping a fight, but repeated feeding while taking missiles and mines will leave you pretty useless and an easy target.

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Offline Govedo13
09-25-2013, 03:36 PM,
#39
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Giving SHFs secondary missile slot would make sense since they are the biggest loosers combined with bombers due to the new missile situation.

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Offline Evo
10-01-2013, 03:40 PM, (This post was last modified: 10-01-2013, 03:43 PM by Evo.)
#40
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Honestly, fighter missiles hit way too well. Giving up a hull buster isn't a big sacrifice at all. I was having a nice little fight with someone on my Eagle with silencer CM, all missiles were fired at around 300-400m and I popped one or two CM's per depending on how hard I was facerolling on the C key. Around two thirds of them still hit. I'm not really seeing the 80-85% effectiveness reflected here. Don't know why exactly the 25-30% effectiveness of missiles hitting I've heard of isn't seen at all in fights I have.

Also, I hate to be a whiner but when you consider just how fast missiles move there's a large chance you might not get to actually GET a CM off. Missiles work the same as torps speed-wise. If you thrust, that speed is added. Let's look at firestalkers, 303m/s. Add the 200 m/s of thrust onto that, 503m/s. So most situations if they're smart you get .6-7 seconds to pop a CM off and, from experience, it most likely won't even stop the missile. As for blowing them up with CD's.. Well, that's completely chance unless they're being really predictable and/or spamming like a fool. And if you do manage to blow them up, they'll most likely be so far from the ship that it barely takes any damage.

Now, luckily the dude had utterly no aim or me being at 20 or so bots would've been fairly screwed.

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