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Posted: Tue Nov 25, 2014 10:32 pm
by ThePhantom032
phoenix1 wrote:QUOTE (phoenix1 @ Nov 25 2014, 11:27 PM) Why doesn't this affect all PW weapons then?
The check is
If weapon uses ammo then apply PW range GA to particle speed
If weapon uses energy then apply EW range GA to particle lifetime

without else.
At least last time I checked, which I think was after R6 came out so it should still be the current version^^

Posted: Tue Nov 25, 2014 10:41 pm
by cashto
phoenix1 wrote:QUOTE (phoenix1 @ Nov 25 2014, 01:20 PM) "screw around with the sig values to make SFs using hunters much easier to find" which wouldn't work because the sfs would still safely be out of the range of the bbr's turrets
One could also make hunter have less range, or bring back SC gunships (and deal with SC balance issues some other way, such as keeping AOE but nerfing damage, so they are still effective against sfs/sbs but not against figs/ints).

Or one could say the "counter" against adv tac is not turrets at all, it's interceptor escort. It's still a lot of running around for the ints but you can't say there's ZERO counterplay.

Btw, keeping able to keep between turret and hunter range and/or away from all sources of eye, etc. seems to me as much a "skill check" as ability to aim mini.

Posted: Tue Nov 25, 2014 11:11 pm
by Djole88
Phantom032 wrote:QUOTE (Phantom032 @ Nov 25 2014, 11:32 PM) The check is
If weapon uses ammo then apply PW range GA to particle speed
If weapon uses energy then apply EW range GA to particle lifetime

without else.
At least last time I checked, which I think was after R6 came out so it should still be the current version^^
Verified. ('Igc/weaponIGC.h' and 'Igc/weaponIGC.cpp')

Code: Select all

 float   lifespan = GetLifespan();

                float   speed = m_projectileType->GetSpeed();
                if (m_typeData->cAmmoPerShot)
                    speed *= m_ship->GetSide()->GetGlobalAttributeSet().GetAttribute(c_gaSpeedAmmo);
'GetLifespan()':

Code: Select all

float   ls = m_projectileType->GetLifespan();
            if (m_ship && (m_typeData->energyPerShot != 0.0f))
                ls *= m_ship->GetSide()->GetGlobalAttributeSet().GetAttribute(c_gaLifespanEnergy);

            return ls;
and will probably stay the same in r8 :P

DISCLAIMER: I traced this with my eyes so the actual firing code may actually end up in some other place but its unlikely. Will use a more reliable debugger on Sunday.

Posted: Tue Nov 25, 2014 11:20 pm
by Drizzo
phoenix1 wrote:QUOTE (phoenix1 @ Nov 25 2014, 04:20 PM) screw around with the sig values to make SFs using hunters much easier to find" which wouldn't work because the sfs would still safely be out of the range of the bbr's turrets
Incorrect evolution of gameplay. If SFs are easier to find you don't need gunners, you need equal numbers of nans and people to swat SFs that mount their missiles while your nans can easily cross nan any sniper/util fire. Which will force the defenders to co-ordinate to kill those "vanguards" (looking at the definition of the word, not the craft) or lure them away from the scouts.

Luring stupid people becomes much easier and much more rewarding with a higher hunter sig, expanding the skill ceiling on flying a stealth fighter.

Posted: Wed Nov 26, 2014 5:09 am
by Malicious Wraith
cashto wrote:QUOTE (cashto @ Nov 25 2014, 05:24 PM) People in this forum have a real short fuse, in that any disagreement, any misunderstanding, any difference in priorities is readily interpreted as a mental deficiency on the part of the other person.
You know Cashto, that may have something to do with the way that you act.
Its frustrating arguing with someone who just "believes something to be true" without pointing to fact, or if they do point to fact, its inaccurate.

Posted: Wed Nov 26, 2014 1:46 pm
by NightRychune
remove sig 2 from treasures, move missile GAs back to sup, see what happens

it's not really that complicated

Posted: Wed Nov 26, 2014 3:00 pm
by kaiser33
NightRychune wrote:QUOTE (NightRychune @ Nov 26 2014, 06:46 AM) remove sig 2 from treasures, move missile GAs back to sup, see what happens

it's not really that complicated
missiles gas back to sup may make sup more deadly :D

Posted: Wed Nov 26, 2014 4:28 pm
by zombywoof
I think missile GA back to sup might be enough tbh. Give Tac he speed for the lulz XD

Posted: Wed Nov 26, 2014 5:42 pm
by JassimH
Could you possibly decrease the speed of hunt 3 and leave it's damage the same/more. All the while increasing damage/reducing sig of Snipers?

This would mean hunt 3 would have to be shot in a more calculated fashion (similar to dumbs [e.g. when defending a bbr run and wanting to take out the scouts the sfs couldn't be randomly positioned anywhere and guarantee a hunter hit; the sfs would have to be behind the scouts or infront]) and would still remain very effective vs utility. Maybe if you increase it's damage it can be used in a way vs htts and bbrs to spike by coordinating hunter 3 shots? (This could be a skill element as with when to shoot your hunter at miners or carriers [you'd need to be aligned]). Keep the good tracking but the reduction of speed would allow it to (POSSIBLY) be shot down by bbr turrets/dodged by nimble ships like scouts.

You would need some sort of buff to snipers though (and possibly a reduction in UTL damage if hunter damage is to be increased) to keep snipers viable in combat (imo 1v1 anything bar rix hvy scouts shud be [easily] taken out by an sf 1v1 with equal pilots in a strictly sniper duel when the sf starts shooting at the same time at a scout with shields).

Just a thought.

TL;DR Make hunters more like killers but still viable and buff snipers slightly.

Posted: Wed Nov 26, 2014 9:38 pm
by kaiser33
i still think hunter signature rised so that they cant pick off scouts from afar without danger of geetting spotted. they should use sniper more often, i mean usually, those confident enough dont even use lrm and go for the kill with sniper and cloacked and just dpened on their skills mmostly, not on the missile itself..