Board Index | Search | Profile |
Page 1 of 2 |
[ 16 posts ] | Go to page 1, 2 Next |
Print view | Previous topic | Next topic |
Author | Message |
---|---|
Team:
Rank: Soldier Main: Snurt Level: 9819 Joined: Sun Jul 31, 2005 1:05 pm Posts: 61 Location: Norway |
Hi
I noticed some frustrating things about missiles when it comes to faster unagile targets, or targets with long range and good stealth. The missiles wil loose target or never catch up, making killing of the likes of Hawk's a chalange. Could different missile stats be added to different augmenters, not just Gunner class augmenters, but also for class unspecific augs? The biggest problem is missile speed, tracking and radar. The base stats are good on all missiles, but should be modifiable with augmenters for more effective mid and high level setups. |
Sun Jul 27, 2014 8:28 pm |
|
Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
Even though I do not play, I agree. Every class in the game can be customized with augmenters, and every setup therefore has its owner's individual flavor. It acts in a slightly different way from user to user, that is what makes MMOs fun, giving everyone the same options and seeing the different choices they use them to make.
Missiles are completely stagnant though, they do not change, and are not customizable in any way from user to user. Things like higher turning, thrust, radar, and speed that you can gain at the expense of another stat would go extremely far in making gunner more fun, and versatile to play. I also understand that gunners are apparently obscenely powerful at the moment, but this would not be something to outright increase their strength, just something to allow people to modify missile behavior within their setups to account for different challenges. |
Sun Jul 27, 2014 8:44 pm |
|
Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Missiles are unscaled and OP because of it.
Any t20 player can use Large MIRVs. I use them on my FC, ShMs use them for free dps. It's like a good 40-50k mining damage on NON-gunners. Like why. _________________ Lemon/Meo |
Sun Jul 27, 2014 9:30 pm |
|
Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4888 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
The day the admins put even 1% of a bonus to missiles on an augmenter is the day I fucking quit this game. Missiles are already really strong against almost everything, and you want to make them even stronger? Are you serious?
_________________ http://www.starsonata.com/suggestions |
Sun Jul 27, 2014 10:17 pm |
|
Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
MasterTrader wrote: The day the admins put even 1% of a bonus to missiles on an augmenter is the day I fucking quit this game. Missiles are already really strong against almost everything, and you want to make them even stronger? Are you serious? Hey fuckstick, if they changed missiles to be affected by augs, I bet they'd reduce missile base damage. _________________ Lemon/Meo |
Sun Jul 27, 2014 10:20 pm |
|
Team:
Rank: Officer Main: P S S Metal Level: 5363 Joined: Sat Nov 27, 2010 9:38 pm Posts: 188 Location: Everywhere at once |
Nerf missiles, add gunner augs that give +missile stats so they are like Engi drones maybe?
|
Sun Jul 27, 2014 10:21 pm |
|
Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
ELITE wrote: MasterTrader wrote: The day the admins put even 1% of a bonus to missiles on an augmenter is the day I fucking quit this game. Missiles are already really strong against almost everything, and you want to make them even stronger? Are you serious? Hey fuckstick, if they changed missiles to be affected by augs, I bet they'd reduce missile base damage. This is actually useful input. If other classes are using missiles just for a large free DPS boost then they definitely need be looked at. A direct nerf to missiles and a survey of the augmenters most commonly used by Gunners (to ensure that you don't nuke people's existing setups) to determine which augmenters should receive missile bonuses, would go a long way toward both balancing missiles and their usage in a way that does not promote spamming them off of all classes for a large low-investment DPS gain. |
Sun Jul 27, 2014 10:57 pm |
|
Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
ShawnMcCall wrote: ELITE wrote: MasterTrader wrote: The day the admins put even 1% of a bonus to missiles on an augmenter is the day I fucking quit this game. Missiles are already really strong against almost everything, and you want to make them even stronger? Are you serious? Hey fuckstick, if they changed missiles to be affected by augs, I bet they'd reduce missile base damage. This is actually useful input. If other classes are using missiles just for a large free DPS boost then they definitely need be looked at. A direct nerf to missiles and a survey of the augmenters most commonly used by Gunners (to ensure that you don't nuke people's existing setups) to determine which augmenters should receive missile bonuses, would go a long way toward both balancing missiles and their usage in a way that does not promote spamming them off of all classes for a large low-investment DPS gain. Gunners who want to do actual DPS use the same augs that a Sniper or Zerker would. You can't add random missile stats on augs like that, because the balance sheets would require other stats to be taken away :/. Just like Fighters, Missiles cannot really be scaled with augs. And Fighters are generally useless in PvP and PvAI, Missiles are too OP for any class, much less Gunner. Gunner is now the Go-To solo-every-uber class, just like Sniper was when Analysis was first added and you could kill any t20 uber with just a PSS and 10 minutes of afk time. _________________ Lemon/Meo |
Sun Jul 27, 2014 11:09 pm |
|
over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
I don't see what's wrong with other classes using missiles.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Sun Jul 27, 2014 11:17 pm |
|
Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
anilv wrote: I don't see what's wrong with other classes using missiles. I don't either. I just feel like the high end ones should be Gunner locked, so the free unscaled damage is locked to the class. _________________ Lemon/Meo |
Sun Jul 27, 2014 11:27 pm |
|
Team:
Rank: Soldier Main: Snurt Level: 9819 Joined: Sun Jul 31, 2005 1:05 pm Posts: 61 Location: Norway |
I dont see anything wrong with all missiles being open to all classes, gunners are the only ones that get bonus to missile damage, and thats fine.
My problem is that missiles wont hit sertain types of ai, as i hope was clairly described in my OP. Thats why i propose mainly range, radar, tracking and speed to be effected by augmenters. Launch energy required is also something that comes to mind as a stat on augmenters. |
Mon Jul 28, 2014 1:33 am |
|
Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
There is no problem with every class using missiles. Its actully pretty cool, however MIRVs and some other missiles are hitting ridiculously hard for non gunner classes and even gunner class actually.
_________________ "I still miss the Crack Whores..." - Jeff_L |
Mon Jul 28, 2014 2:04 am |
|
Team:
Rank: Peon Main: Mow Level: 9760 Joined: Mon Feb 02, 2009 2:57 pm Posts: 4731 Location: Kuratovo, Russia |
redalert150 wrote: There is no problem with every class using missiles. Its actully pretty cool, however MIRVs and some other missiles are hitting ridiculously hard for non gunner classes and even gunner class actually. Missiles being available to all classes are fine but Large MIRV Rockets do ridiculous amounts of damage at the moment.. _________________ |
Mon Jul 28, 2014 4:00 pm |
|
Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Tomzta09 wrote: redalert150 wrote: There is no problem with every class using missiles. Its actully pretty cool, however MIRVs and some other missiles are hitting ridiculously hard for non gunner classes and even gunner class actually. Missiles being available to all classes are fine but Large MIRV Rockets do ridiculous amounts of damage at the moment.. Any missile does more damage then any weapon at the tech level. If you cannot get dps augs, you can use missiles to out dps your shit weapons. _________________ Lemon/Meo |
Mon Jul 28, 2014 4:16 pm |
|
Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4888 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
ELITE wrote: MasterTrader wrote: The day the admins put even 1% of a bonus to missiles on an augmenter is the day I fucking quit this game. Missiles are already really strong against almost everything, and you want to make them even stronger? Are you serious? Hey fuckstick, if they changed missiles to be affected by augs, I bet they'd reduce missile base damage. Hahahahahahahahahahaha! You've been playing the game long enough to know how things get done Lemon, don't feign ignorance. The stats would get added and somewhere along the line, a mistake would get made or an edge case would be abused. Its happened so many times in the past I don't even have digits to count them on anymore. _________________ http://www.starsonata.com/suggestions |
Mon Jul 28, 2014 6:51 pm |
|
Page 1 of 2 |
[ 16 posts ] | Go to page 1, 2 Next |
All times are UTC - 5 hours |
Who is online |
Users browsing this forum: No registered users and 17 guests |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum |