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TomB
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Posted - 2003.08.28 17:34:00 -
[1]
Edited by: TomB on 03/09/2003 11:40:04 These changes are not we intend for missiles, the problem lies in agility and the mass where as heavy and slow moving items turn to quickly when speed is low. These tunes are here for now to make them more useable, prices and damage will perhabs also get some tuning for them. Test them and comment:
* Heavy Launcher speed increased from 18 secs to 16 secs * Siege Launcher speed increased from 24 secs to 16 secs * Siege Launcher power need
Torpedos: 2000 max velocity, very bad agility agility Cruise: 1750 max velocity, bad agility Heavy: 1250 max velocity, la la agility Light: 1000 max velocity, good agility Rockets: 1000 max velocity, super agility
Edit to gather info from thread:
- Mineral requirement for manufacturing missiles lowered alot, much cheaper now - All missiles are manufactured in stack of 10 now - FOF missiles also tuned to current state - HP of missiles lowered across the board so that it will be easier to tackle these fast missiles - Defenders don't explode now when running out of time, they simply get removed
TODO:
- Slow torpedos down, possibily make them do more damage - Fix where defenders orbit your ship rather than going for incoming missiles
"Where is my hat?" |

TomB
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Posted - 2003.08.28 17:55:00 -
[2]
At closer range, missiles with high damage would be dealing damage to your own ship. Short range missile with high agility are more considered for taking out either drones or fast moving objects such as frigates.
"Where is my hat?" |

TomB
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Posted - 2003.08.28 20:54:00 -
[3]
The mass for torpedos was incorrect, Chaos has been updated with the true values.
"Where is my hat?" |

TomB
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Posted - 2003.09.02 17:41:00 -
[4]
UPDATE:
* Missile volume has been divided by 5, example: torpedo was 10 volume before, is 2 volume now. Launchers have been updated with these changes.
* All missiles will now come in stack of 10.
* Mineral manufacturing price has been decreased a whole lot.
Please leave your comments behind.
"Where is my hat?" |

TomB
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Posted - 2003.09.02 17:45:00 -
[5]
Word on Defender missiles:
* We have fixed one error where defender missiles where trying to attack already destroyed missiles.
* We have altered it so that defenders "malfunction" and get destroyed without it exploding at your own ship.
* There is one more error where a defender missile will orbit your ship when it does not reach the missile in time, we will fix this.
"Where is my hat?" |

TomB
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Posted - 2003.09.02 19:07:00 -
[6]
I've upgraded FOF missiles in damage and agility/speed compaired to the normal missiles, and price as well. This was something I must admit ... that I forgot. You will see it when I update Chaos next time.
On FOF missiles being flakey I have not gotten any reports about them being flakey besides them not changing target if target got destroyed before the missile reaches it's target, which is not a high priority to fix I am sorry to say.
"Where is my hat?" |

TomB
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Posted - 2003.09.03 07:51:00 -
[7]
Torps: yes it has too much max velocity, I'll fix that for next Chaos update - agility, there is still a problem with it as I stated in the first post on this thread, so its not possible to make the slow accelerating missile with out braking them.
"Where is my hat?" |

TomB
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Posted - 2003.09.03 07:53:00 -
[8]
Edited by: TomB on 03/09/2003 08:04:25 Relax you dieman, the speed bonus for cruise missiles will probably get changed back, there was problem with launched items not getting damage bonus and there for it was given speed bonus for testing purposes, it was never suposed to go as information to players on Chaos.
Flaming changes that are not meant to go live without more tuning/testing for another week atleast can only cause changes not to happen at all.
"Where is my hat?" |

TomB
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Posted - 2003.09.08 13:50:00 -
[9]
This post made unsticky, defender missiles are still giving some problems which will be fixed.
"Where is my hat?" |
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