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Posted: Tue Nov 10, 2009 9:53 pm
by Adept
Psychosis wrote:QUOTE (Psychosis @ Nov 10 2009, 10:18 PM) adept, thats a 3 part equation to their movement,
increasing mass, would require an increase in thrust and torque, or you end up with scout + aleph res type flying
This is of course true, but there is something to be said for loading one's HTT with heavy items. I did actually mean to support the whole package Jjuckto put forth.
Torque though? I suppose that's meant as a pure perk, as AFAIK mass does nothing to torque in Alleg.
Posted: Tue Nov 10, 2009 10:04 pm
by RoboTel
Odd, I had thought momentum applied to turning speed too. I might be mistaken on that.
Slight mass/thrust/torque boost might work. I had a tangent about something vaguely like mounting large shields, but in the end I think the simple solution would be better.
Posted: Tue Nov 10, 2009 10:13 pm
by Dorjan
Adept wrote:QUOTE (Adept @ Nov 10 2009, 09:53 PM) This is of course true, but there is something to be said for loading one's HTT with heavy items. I did actually mean to support the whole package Juckto put forth.
Torque though? I suppose that's meant as a pure perk, as AFAIK mass does nothing to torque in Alleg.
You mean juckto...

Posted: Tue Nov 10, 2009 10:18 pm
by juckto
In Allegiance, torque affects how fast you can start and stop turning/rolling. Turn rate defines your max turn/roll speed (not that you asked).
In other words, torque is your agility.
Posted: Wed Nov 11, 2009 1:50 am
by Broodwich
um isnt agility turn rate
Posted: Wed Nov 11, 2009 2:10 am
by RoboTel
Broodwich wrote:QUOTE (Broodwich @ Nov 10 2009, 08:50 PM) um isnt agility turn rate
Yes, for the most part it is.
+21% torque and +10% turn speed is what the agility upgrade does.
That said, I agree in that I believe it would be mostly equivalent to acceleration, if you were using English properly, but in I think we should go by the upgrade names.
Posted: Wed Nov 11, 2009 3:16 am
by TurkeyXIII
Agility is a fairly general term that could mean turn rate, torque/mass, and things like acceleration.
Turn rate is the maximum radians/second that the ship can rotate. Torque/mass gives angular acceleration in radians/second/second (in RL there's a constant in there too but I don't think Alleg uses that).
In other words, what juckto said.
Posted: Wed Nov 11, 2009 11:24 am
by fwiffo
i dont have a real big issue with the way htts are for each respective faction. bombing a base destroys it... capturing a base gives you a new base to launch attacks from... not to mention particular techs too if you manage to capture a tech base. with such advantages, i think it should be harder to capture a base than to just simply bomb it.
more so than bombing, the success rate for htt'ing is very dependent on timing so you have to be aware of what's going on in other sectors to determine whether u should go or not. with a little luck and patience, you can turn a whole game around and you wouldnt even have to tie up half your team to do it either.
also, htts are plenty fast. if u want faster, get someone to push you. if an htt went more than 100mps on its own... that'd pretty hard to defend against...
Posted: Wed Nov 11, 2009 11:43 am
by notjarvis
I agree to an extent Fwiff, but HTTs are so rarely used in PUG games at the moment that we need to do something to make them slightly more used/viable.
Personally I feel a balanced core leads to regular use of the various tech-paths, and I haven't seen a successful HTT team for a while.......
Posted: Wed Nov 11, 2009 1:58 pm
by Solamnus
notjarvis wrote:QUOTE (notjarvis @ Nov 11 2009, 01:43 PM) I agree to an extent Fwiff, but HTTs are so rarely used in PUG games at the moment that we need to do something to make them slightly more used/viable.
Personally I feel a balanced core leads to regular use of the various tech-paths, and I haven't seen a successful HTT team for a while.......
i agree, just look at the stats... HTTs are not used, its not chosen by comms most of the time because its really hard to HTT stuff. I think a perk is very necessary for HTTs to make use of them...