^ and what exactly is problem if you die from missile spam of 5-6 snubs agains you alone ?
If you are ganked , you are suposed to loose , by missiles or guns, it is not realistic to survive agains 5 or 6 enemies , not to mention it is also not fair to other players to be invincible. That frustrate them and chase them off game , which, if hapen regulary, kill game and server .
(10-27-2018, 05:41 PM)sasapinjic Wrote: ^ and what exactly is problem if you die from missile spam of 5-6 snubs agains you alone ?
If you are ganked , you are suposed to loose , by missiles or guns, it is not realistic to survive agains 5 or 6 enemies , not to mention it is also not fair to other players to be invincible. That frustrate them and chase them off game , which, if hapen regulary, kill game and server .
Obviously was meant scenery like 6x6 from both sides, when runner have absolutely no chances against 6 snubs spamming missiles, even considering your guys who chase the chasers CD them, they can control their damage level, while missiles target will still take much of missiles.
But i honestly guess that problem of freelancer large snub fights, not the missiles problem. Imo that WW1 messing chasing dogfight boring af and should be burnt anyway.
I recall times when -nobody- aced torps except Horus and me. People simply sticked to CD because they couldn't hit.
Then after I mastered Starkiller, I switched to Sunslayers and Vako showed up. Well then, we had some epic duels, whole night long. )))
Tho back then it was just torps, no missiles accompanying them in setup. Tho you'd use your guns and lure the guy and then you'd slap him good and instakill. Duels were more intense, fun and you could defend yourself if you weren't quick enough.
As for the Catapults, I also never seen anyone using them but I used them a lot, I still got them on one of my secondary characters. The issue I would bring out is that, it is a weapon with recoil, which means even when you aim correctly you will miss. You are limited to just 120 units and expect to loose them in half of duel, even when you use them carefully. I use them simply because I like using them. I was always known for pushing out weird ideas.
And I won't go and start again what ruined the pvp on the server. Too much cry babies, and devs that listen to them because I believe, they pay for the support of the server. This was always a game that was PvP based. You ruined the speciality of this game's PvP and thus player base shrunk.
Stuff was fun when we had diversity and imbalance. Even us, that used stuff like torps, were killed. Those got removed because certain people couldn't stand it when they got slapped, just because they didn't pay attention.
Just like they removed SNAC. Completelly ooRP and not logic that you have a antimatter, strong as Mini Razor that suddenly, when hits a battleship, does 10x damage to it.
<"From Darkness, lead me to Light. From Ignorance, to Truth. From Death, to Immortality.">
The days of full-missile fighters were absolutely amazing.
There was nothing better than fighting against an 'ace' or other high skilled jockies that packed a minirazor and gave up the easiest counter to my full-missile sabre.
The only time missiles are a threat now is if one side is fully loaded with them say, during an event, and the other has none of their own.
In duels they're uniquely useless, which I feel was the intention around their design.
I took a look at Firestalkers / Sidewinders again and it seems the major difference is that the Sidewinder detonates at 6x the range of a Firestalker.
A Sidewinder only has to get within 12 meters of a target, while a Firestalker has to go further to within 2 meters. Which, even with the better tracking causes it to be worse at hitting the target and seems to be the biggest factor in the results Rogue experienced.
With that in mind I'd probably bump the Firestalker to maybe 10 detonation distance / 25 explosion radius + damage up to 6k-7k. Knock it down to 50 ammo and 2.00 turning speed, while leaving everything else as-is. As well as dropping Sidewinders down to 3k, and bump their ammo up to 70 and maybe (optional) giving them the 4.36 turning that Firestalkers have currently.
tldr: Sidewinders are indeed better as a hull damage missile (unless you're consistent with Cannonballs, lol) and everything that makes Firestalker appear better as the same style of missile is quite meaningless due to the difference in detonation distance / explosion radius. So, as a fighter missile it is pretty much dead.
I might have a look at it at some point. If anything I'd switch the two around and then adjust the stats however, as Firestalkers are supposed to be better tracking and sidewinders harder hitting.
(10-28-2018, 11:14 PM)Saronsen Wrote: The only time missiles are a threat now is if one side is fully loaded with them say, during an event, and the other has none of their own.
Not really. Even just having two guys with Sidewinders in a group brawl makes an incredible difference.
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Sidewinders and paralyzers are good in groupfights, you don’t need more than 2 people with cds. I encourage anyone that isn’t good at snubs to use them, you will be contributing in some way. Also yeah, bring back torpedoes. They got removed because they were too overpowered on cancerous auxiliary slots, but when the aux slots got removed they were never added back again and we lost 2 perfectly fine weapons.