XRM Hunter Killer Changes

Development area for FreeAllegiance's Community Core.
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

Rix has a poor economy relative to other factions, as well, which means their shipyard is also much less accessible than, say... Belters or GT, or even in some cases (given specs) Dreg or Giga.

It's easy to make straight comparisons between "weapon X" and "missile Y," but it's also very very very important to take everything else into consideration - in this case, faction economic differences and shipyard's accessibility. In this case, I'm fine with Rix lancer being more powerful than hunter-killers on paper, simply because it's much more difficult for a Rix team to field than HKs are for other factions.
cashto
Posts: 3165
Joined: Mon Sep 10, 2007 5:40 am
Location: Seattle

Post by cashto »

NightRychune wrote:QUOTE (NightRychune @ Jan 20 2011, 02:47 PM) Shipyard is kind of $#@!ed as it is, anyway
+1. It's not like Rix dests are the pinnacle of rich, complex, interesting gameplay to begin with. Not to be captain obvious, but making SY fun and balanced is a tough problem that's bedeviled us all for years.

Maybe if we make lancer's damage half AoE and half direct hit ...
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

As Cashto suggested HK now does half aoe and half direct damage
Last edited by DasSmiter on Thu Jan 20, 2011 11:48 pm, edited 1 time in total.
ImageImageImage
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.
LANS
Posts: 1030
Joined: Wed Feb 24, 2010 5:17 am
Location: Toronto, Canada

Post by LANS »

DasSmiter wrote:QUOTE (DasSmiter @ Jan 20 2011, 06:48 PM) As Cashto suggested HK now does half aoe and half direct damage
How do missiles do AoE damage? Do they explode based on proximity instead of direct hit now?
ImageImage
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

DasSmiter wrote:QUOTE (DasSmiter @ Jan 20 2011, 04:48 PM) As Cashto suggested HK now does half aoe and half direct damage
you know i'm pretty sure you can actually do that
DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

I'd have to talk to Andonn about it
ImageImageImage
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.
TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

Last I heard it didn't work properly. It'll deal blast damage when it explodes, but it won't explode until it hits the target anyway. Or something like that.

Edit: Here's where I heard it: http://trac.alleg.net/ticket/159
Last edited by TurkeyXIII on Fri Jan 21, 2011 1:00 pm, edited 1 time in total.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
Image
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Have you reduced the turn rate of dests and taken their guns off them so they are only armed with missiles (no turrets either)?

It's what I did in my cap core
madpeople wrote:QUOTE (madpeople @ Jun 21 2007, 11:26 AM) dests are long range anti fighter caps,
mount hunter killers (that lock on in 1 sec / same as seekers, more cm resistant too)
no turrets
slow turning.
no turret
it should be able to kill a fig 5k away easily, but it can be killed by one close up since it cant turn round to lock missiles on (fighter can stay behind it) - needs either another dest further away to try and kill the fighter (provided the fig doesnt use the dest as cover, or a lt class ship to kill the fighter)
stronger hull
They were also higher damage but ~5 per rack at most (I didn't want long range quickfires). I can't remember what I did with lock radius and the other parameters.
You could save your self some time by playing a few games on that core (given that I made it ~3 years ago and you're only just trying faster locking HKs you could have learnt if they work well 3 years ago by playing it more).

For those who don't know what I'm talking about the CapCore was a core I made (before community core existed) to showcase a radical overhaul of SY and a load of different ideas so they could be tried so the good ones could be used and the bad ones avoided. I saw you all complaining about SY again so I figured I would give you guys a little reminder about it.
spideycw wrote:QUOTE (spideycw @ Sep 22 2009, 02:34 AM) The polling options are given for what we will try FIRST as relates to shipyard. If it doesn't work we can just roll it back and try something different.
madpeople seems to remember coming second in a certain poll ^^.

:iluv: xoxo
Last edited by madpeople on Fri Jan 21, 2011 12:09 pm, edited 1 time in total.
Post Reply