
Kalin Devinae
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Posted - 2005.05.05 04:14:00 -
[1]
hmmmm... managed to read up to the 11th page, this topic is just growing too fast, I can barely keep on track. I'm just gonna post this because I didn't see anyone say anything about it so far, since I have to go in a bit and there's no sign of this topic slowing down...
A lot of people seem to have a problem with the range on the missiles, especially with heavy and light missiles, to which I think there's a really easy solution. Instead of making missile do full damage at 250km (cruises, 150km for heavy, etc...) reduce their damage payload by 2-4% every second they stay in space, while they are in flight. So if they do hit at their optimal range after 20 seconds of travel time, they do less damage when hit (40-80% less). The amount reduced could be by missile type, and would be reduced by the missile bombardment skill (instead of it just adding to the range like planned - maybe 2-5% reduction per level at impact, IE: gaining back 10-25% of the damage lost at lvl 5). Think of it as their fuel burning up I guess, (I know it sucks in a realistic sense seeing how it doesn't affect the missile payload - maybe someone can come up with a better reasoning) but it works well in terms of balance for short range versus long range weapon damage potential. This coupled with the new missile damage skill means more damage at close range, and less damage far away (obviously it will have to be balance out, so that it does about the same damage as a large blaster with short range ammo would at optimal range). This way you won't get people hiding far away raining death on people, sure they can, but it won't hurt as much.
Instead of using the missile bombardment skill to add the range (since I suggested that it would reduce the damage reduction over time), make new modules to extend the range instead. Basically force missile users to undergo the same decision turrets players do when they fit damage mods and tracking modules for range. So that they can't just fill up with ballistic controls if they also want the long range...
I think all that together with the current changes (signature radius and velocity based damages) would be a great start in overhauling the missiles. A start because missiles users still have a lot of advantages, like they can pick and choose their damage types at will, sure the bonus might be gone if they are race specific, but tanking missiles in general = horrible death. Not to mention 100% guaranteed chance of hitting. All in exchange for waiting a few second before your full volley lay down the smack.
Of course, smartbombs usage against missiles just went out the window because of the insane velocity. The delay before their effect takes place + any latency = total miss of the missiles. Maybe making it instantaneous would help, but I really doubt it. It'll probably just become a drone defense instead. Hopefully there will be some changes to defenders and smartbombs, because they kinda suck for the moment, but it's not totally necessary under the current model either. If they are to become more like turrets, then it's more about DoT, so it wouldn't be neccessary to be able to shoot all of them down. Putting these defensive measures in might actualy skew the balance the other way.
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