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Missile Redux: (Pts V2) Feedback


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#1 LordNothing

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Posted 01 July 2017 - 03:49 AM

i was getting tired and it kind of effected my scores, but i managed to get through testing the missiles that received value changes. this is not as good as my other posts, mostly due to fatigue. but generally i think the missiles are moving in the right direction, except the rocket launchers.


mrms - too much fun, i spent an hour and a half on these alone. then i realized i forgot to turn artemis on as per pgi's request (fatigue), so i kind of rolled them into my rocket launcher tests later on to sanitize my results. i like the new velocity, its still easy to hit targets. they sound great. this is my new favorite missile system.

the large racks are really not that great heat wise. and i figure i will use these on single rack builds where i only have one or two missile points to work with. otherwise the 30 and 40 are too damn hot. i guess its to be expected when you are spewing out 40 damage, so its as it should be. the 10s and 20s are good on multi-rack builds and it really keeps the heat down. do that with srms and you will cook yourself in no time. i generally like the direction these are going in.

i still dont like that they dont fire in line to where your missile ports are facing. seems they are spawned in a group and go straight, rather than being spawned one at a time as they are fired. the fact that it doesnt follow your motion is kind of ugly and betrays the not so great physics of the game. the sound and appearance of the spreads are great though.


rocket launchers - still very trollworthy. i managed to alpha 8 rl20s and lived to use my single mrm launcher. these salvos not nearly as effective as they were. which leads to another issue. you can still troll with them, but they no longer suit their intended role as emergency firepower reserves. when used individually or in sequence they now scatter damage all over the place and srms start looking like a better option.

i feel that fear mongering over the impending is scouting dominance is at work here. worst case scenario we give clans their doom crows back and keep the current numbers. using rls in gen rushes sounds like an appealing is fp strategy. but id like to see how clan is balance looks when this goes live. i expect point release fixes coming.

i also ran the smaller launchers, all were capable of being alphad. but none contributed very much to the kill when used supplementally and in sequence. i think the only real fix here is a mechanical redux.


atms - i was going to say a lot of bad things about these. again when i switched to a mad dog for a test, i forgot to switch on artemis and some of my results were bogus. also these happened to coincide with games where there wasnt muched ranged fighting, so nothing lost. i just ran again. first test that counted was with a mix of 3s and 6es. this was backed with 5 er micros, and a clan active probe. pretty standard lerm config but with atms instead.

this run had some unexpected results. i encountered a lams boating nova with these and couldnt get any shots down range. i disengaged and found an atlas to screw with. but he easily ranged in and closed into 120 meter bubble. and micros are terrible against an atlas. not a good test. in fact this weapons system has so many gochas getting a decent test of the system was damn near impossible. everyone boating lams is one of them. this is a system more susceptible to interception than lerms.

i ran it again and encountered another lams boat, a kitfox this time. after firing my atms at it (and they were mostly shot down) and shot at it with my mostly out of range micro lasers, it appeared to shut down. so i dumbfired a salvo at it, and it blew up. i did not inflict significant damage to it. he must have had override on and his own lams killed him. he disconnected before i could confirm this. makes me curious if there is not a bug where lams still goes off while shut down. it warrants further investigation.

finally im about to give up i run dual atm12, and add a lams. i get a target in my short or mid range part of the bubble and i start firing and the missiles really rip into it. its around that time when a laser nova starts ripping into me, and again micro lasers are terrible at self defence. but ive seen enough. the missile system is on the right track, but that min range issue needs to go away. i want to say borrow the curve from the clan lerms, but this (and its shown in the damage/range graphs now, gj pgi) seems like it would render the point blank fighting equally useless. a linear ramp in from zero might be better, or loose the min range all together.

#2 Nesutizale

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Posted 01 July 2017 - 04:11 AM

Quote

i still dont like that they dont fire in line to where your missile ports are facing. seems they are spawned in a group and go straight, rather than being spawned one at a time as they are fired. the fact that it doesnt follow your motion is kind of ugly and betrays the not so great physics of the game. the sound and appearance of the spreads are great though.


I agree, the missiles should spawn one after the other and follow the torso/arm they are mounted in.

As for ATMs, reduce the long range and min range. The 120m feel better but its still not quite usefull.





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