Did you mean fighting what, probes?DasSmiter wrote:QUOTE (DasSmiter @ May 2 2009, 12:05 AM) It makes the prox scout a mean boy to fight
Retro Booster
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takingarms1
- Posts: 3052
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Fighting ints/figs of course. Fighting != Dogfighting in the case of the scout, because scouts aren't supposed to do that. But a very good scout pilot can kill an average fig or int pilot with prox/missiles/gat, and the retrobooster just helps with that.



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
And here we come to the heart of the argument against QL missiles for the heavy scout too. Stupid stuff that exists solely to make the heavy scout good at dogfighting, or even worse, miner killing. These techs are from the same scout-cheese source. Scout flying is about doing what is needed, and it's supposed to be hard to be effective.TakingArms wrote:QUOTE (TakingArms @ May 2 2009, 05:07 PM) @das, see above. Why should we make scouts good at dogfighting? That's not what scouts are about.
Last edited by Adept on Mon May 04, 2009 11:03 am, edited 1 time in total.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
I think hes refering to a situation in which you can either plan your deccel and slow down before you reach the miner, by which time you know itll be dead, or you can go straight at it at full speed, giving it 6 or so donuts of life to heal it up just a little bit, but then "overboost" and possibly let it die if no other nans come during the time youve created. Perked retro boost would take the best things about both these ways of nanning it and combine them, so you can go head on towards the miner at full speed, and then stop, and nan it with ease. Ive been in that situation enough to know its $#@!ing annoying and i definately support the perking of retro boost.apochboi wrote:QUOTE (apochboi @ May 2 2009, 03:32 AM) Yeh dang this game needs to be much easier for all the noobs who need tech to make their ships slow down faster. God forbid i would have to use thrusters and plan my decel. Comming next XRM Hunter Killer and caltrops for scouts.
I cant see how upping its power would suddenly make scouts good dogfighters.

That's not what retroboost *does* though. It means that now a scout can sprint almost the whole way to an aleph to camp it, or almost the whole way to an incoming miner to nan it. I guess you could vector lock, turn around, power down engines and light up retroboost to maybe escape from ints faster?Adept wrote:QUOTE (Adept @ May 4 2009, 04:01 AM) And here we come to the heart of the argument against QL missiles for the heavy scout too. Stupid stuff that exists solely to make the heavy scout good at dogfighting, or even worse, miner killing. These techs are from the same scout-cheese source. Scout flying is about doing what is needed, and it's supposed to be hard to be effective.
Retroboost should, in my opinion, have really high thrust and really high fuel consumption... we're talking take a scout from max speed to 0 in like four seconds, but that's it, you're out of fuel. It's hardly unbalancing for scouts to be able to stop quickly once, and it's not like they're going to go from 0-150 instantly... unless they want to go 0-150 backwards.

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Imagination FTW.Valiance wrote:QUOTE (Valiance @ May 4 2009, 08:24 AM) I think hes refering to a situation in which you can either plan your deccel and slow down before you reach the miner, by which time you know itll be dead, or you can go straight at it at full speed, giving it 6 or so donuts of life to heal it up just a little bit, but then "overboost" and possibly let it die if no other nans come during the time youve created. Perked retro boost would take the best things about both these ways of nanning it and combine them, so you can go head on towards the miner at full speed, and then stop, and nan it with ease. Ive been in that situation enough to know its $#@!ing annoying and i definately support the perking of retro boost.
Okay so retro will be getting change for Y'all. I just wanted to make sure you all know that unfortunatly we have tried to get it stop all ships but due to the nature of the game and the faction differences it wont stop all ships dead. It will certinaly be an improvement.
For those who want to see why it wont stop all ships dead I have attached my post.
We will probably go for the number i calculated out as 1668 as this compensates for GA: Ship Acceleration 2 which means most factions will have a dead stop on their scouts.
QUOTE I just setup my test server with the numbers andon proposed. They arent sufficent. So i ran my own numbers. You will need to up the thrust from the Andon proposed number of 1440 to My number of 1668, That should provide retrobooster 2 with sufficient thrust to stop a scout after you get GA ship accel 2.
Unfortunatly you will encounter yet another problem.
Technoflux. Technoflux have a Ship accel Global modifier of 1.15 which means an extra 15% on top of the ships thrust then u need to add the accel GA onto that. Which means..Retrobooster 2 needs to have a minimum of -1944 thrust to get it to work on TF.
The numbers start getting a bit extreme at the tf levels.
The -1944 value brings the retrobooster to numbers higher than heavy booster levels. Given that technoflux ships are around 10% lighter than all other ships you can further increase the thrust speed of the retrobooster on them (the lighter the ship the more the thrust affects the ship), most likely bringing them to a dead stop in around 3-4 seconds.
*Heavy booster has +1800 boost
So there are the numbers you wanted.
p.s Gigacorp have a 0.9 ship accel modifier meaning they would need less thrust to stop the ship from the retrobooster.[/quote]
I hope this helps you all
For those who want to see why it wont stop all ships dead I have attached my post.
We will probably go for the number i calculated out as 1668 as this compensates for GA: Ship Acceleration 2 which means most factions will have a dead stop on their scouts.
QUOTE I just setup my test server with the numbers andon proposed. They arent sufficent. So i ran my own numbers. You will need to up the thrust from the Andon proposed number of 1440 to My number of 1668, That should provide retrobooster 2 with sufficient thrust to stop a scout after you get GA ship accel 2.
Unfortunatly you will encounter yet another problem.
Technoflux. Technoflux have a Ship accel Global modifier of 1.15 which means an extra 15% on top of the ships thrust then u need to add the accel GA onto that. Which means..Retrobooster 2 needs to have a minimum of -1944 thrust to get it to work on TF.
The numbers start getting a bit extreme at the tf levels.
The -1944 value brings the retrobooster to numbers higher than heavy booster levels. Given that technoflux ships are around 10% lighter than all other ships you can further increase the thrust speed of the retrobooster on them (the lighter the ship the more the thrust affects the ship), most likely bringing them to a dead stop in around 3-4 seconds.
*Heavy booster has +1800 boost
So there are the numbers you wanted.
p.s Gigacorp have a 0.9 ship accel modifier meaning they would need less thrust to stop the ship from the retrobooster.[/quote]
I hope this helps you all
