Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 56 posts ]  Go to page Previous  1, 2, 3, 4  Next

Trade pellets for range?
Poll ended at Sun Feb 01, 2009 2:27 am
Go to 4 pellets and get 25% more range 14%  14%  [ 8 ]
Go to 3 pellets and get 50% more range 46%  46%  [ 27 ]
Leave it the same 41%  41%  [ 24 ]
Total votes : 59

Author Message
Team: Eminence Front
Rank:
Main: Gunslinger Myrtok
Level: 2640

Joined: Sun Jan 13, 2008 3:43 am
Posts: 1965
Post Re: Excom & Abstructor: trade number of pellets for more range?
Stooch wrote:
Also the higher base damage on the pellets means that there is more to be multiplied by class and aug bonuses rather than just stacking mining control on top.


Not sure how that would work since the overall damage would remain the same. Anyhow, reducing the number of pellets will lead to a higher percentage of pellets hitting as well, which will increase DPS and energy efficiency. Greener weps FTW.

_________________
pip8786 wrote:
Dorin Nube... you win the best post on the forums ever award. Well done.


HAL wrote:
You are greedy and ignorant, you can't have everything in life for free.


Thu Jan 29, 2009 11:20 am
Profile
Team: Zephyr
Rank: Officer
Main: Ruin
Level: 4534

Joined: Wed Jan 03, 2007 9:16 pm
Posts: 199
Location: Scotland
Post Re: Excom & Abstructor: trade number of pellets for more range?
It also would become easier to just range platties with 50% more range..

_________________
- Ruin -


Thu Jan 29, 2009 12:37 pm
Profile
User avatar
Main: Stoooch
Level: 17

Joined: Mon Mar 10, 2008 1:41 pm
Posts: 280
Post Re: Excom & Abstructor: trade number of pellets for more range?
Dorin Nube wrote:
Stooch wrote:
Also the higher base damage on the pellets means that there is more to be multiplied by class and aug bonuses rather than just stacking mining control on top.


Not sure how that would work since the overall damage would remain the same. Anyhow, reducing the number of pellets will lead to a higher percentage of pellets hitting as well, which will increase DPS and energy efficiency. Greener weps FTW.

Lol, you may be right there, my logic tried to go in 2 directions at once and just fell and hurt itself.

_________________
"It is a pity that we fault works of art for being overrated when really it is the critics who have done us the disservice."

Fuck the Cosine!


Thu Jan 29, 2009 12:55 pm
Profile
Member
Team: Terran Empire
Rank:
Main: Fool
Level: 3024

Joined: Sat May 27, 2006 2:52 am
Posts: 180
Post Re: Excom & Abstructor: trade number of pellets for more range?
Dorin Nube wrote:
...
Anyhow, reducing the number of pellets will lead to a higher percentage of pellets hitting as well, which will increase DPS and energy efficiency. Greener weps FTW.


Not if you have decent tracking... I either hit with all 5 or miss with all 5.


Thu Jan 29, 2009 1:50 pm
Profile
Main: LoneWolf
Level: 1458

Joined: Sat Feb 28, 2004 3:49 am
Posts: 223
Post Re: Excom & Abstructor: trade number of pellets for more range?
I've noticed no problem with the multishot guns, if you're worried about multishot then you have to consider all the multishot guns not just abstructor and excom.

If you're going to reduce the shot amount then you'll have to beef the damage by each shot considerably, not just add the two damages from the missing shots to the remaining.. Otherwise it's just going to end up being a bit of a nerf with mining control not affecting it as much, any decent player always hits all 5 shots with their setup.

Or you could just fix the reason you're lagging out lower end systems which isn't the weapons themselves but how you handle particles.

I sometimes run SS on a system that's from early 2000 and it runs perfectly fine with many people firing Excom / Abs and that only has an early geforce 5x card.


Thu Jan 29, 2009 2:29 pm
Profile
Team: Eminence Front
Rank:
Main: Gunslinger Myrtok
Level: 2640

Joined: Sun Jan 13, 2008 3:43 am
Posts: 1965
Post Re: Excom & Abstructor: trade number of pellets for more range?
LoneWolf wrote:
Otherwise it's just going to end up being a bit of a nerf with mining control not affecting it as much, any decent player always hits all 5 shots with their setup.


He said that's why he would increase the range - to make up for the nerf from mining control.

_________________
pip8786 wrote:
Dorin Nube... you win the best post on the forums ever award. Well done.


HAL wrote:
You are greedy and ignorant, you can't have everything in life for free.


Thu Jan 29, 2009 2:36 pm
Profile
User avatar
Main: Nyarlathotep
Level: 1854

Joined: Mon Aug 22, 2005 8:17 am
Posts: 3978
Location: Classified
Post Re: Excom & Abstructor: trade number of pellets for more range?
Stooch wrote:
Dorin Nube wrote:
Stooch wrote:
Also the higher base damage on the pellets means that there is more to be multiplied by class and aug bonuses rather than just stacking mining control on top.


Not sure how that would work since the overall damage would remain the same. Anyhow, reducing the number of pellets will lead to a higher percentage of pellets hitting as well, which will increase DPS and energy efficiency. Greener weps FTW.

Lol, you may be right there, my logic tried to go in 2 directions at once and just fell and hurt itself.


Actually, Stooch has a good point. Lagrange skills are added in AFTER everything else, so more pellets per second = higher damage. With this change, class skills and augs will make a bigger difference to it, instead of the lagrange skills. So, now, you can use an excomm even without MFing or a high RoF and still do decent damage. If you use excomm, you need to build your setup around it for maximum DPS, meaning augging for RoF instead of damage. Now, you can use it whenever you want, and it will work well.

One thing, however: Although this change will aid the Excomm, it will hurt the abstructor. Abstructor has almost no damage, it relies on the skills a great deal to make it useful. If you change this, then it will become just another pointless weapon. Maybe make it so only excomm loses the bullets, but abs also gets a range boost? Maybe not by as much as the excomm, but I am fairly sure that with most setups, an excomm would still do more DPS than an abstructor if this occured.

_________________
Dorin Nube wrote:
Nipples aren't the only danger here.


Thu Jan 29, 2009 3:53 pm
Profile
User avatar
Main: Jagur4
Level: 1458

Joined: Sun May 15, 2005 6:37 am
Posts: 491
Post Re: Excom & Abstructor: trade number of pellets for more range?
after hearing everything said I'll say reduce it to 3 shots and add 50% range

however, some good ideas mentioned that ought to be implemented anyway:
-changing MF to only display the firing of one weapons while stacking the damage accordingly to cut down on lag

-give abstructor an additional beef so it doesn't become useless after this change

-limit the particle effects in multi-shot weapons to reduce lag

-extend this change to other multi-shot weapons as well


Thu Jan 29, 2009 4:21 pm
Profile

Joined: Thu Jan 22, 2009 6:54 am
Posts: 70
Post Re: Excom & Abstructor: trade number of pellets for more range?
Jagur4 wrote:
-changing MF to only display the firing of one weapons while stacking the damage accordingly to cut down on lag

That changes the gameplay by a lot, especially in pvp. It would be a lot easier to dodge a MF's shots if they only used one weapon and it would totally defeat the meaning of "multifiring".
Jagur4 wrote:
-give abstructor an additional beef so it doesn't become useless after this change

Agreed. One of the main advantages of excom and abs IS the amount of bullets and the resulting damage boost from mining control without having to sacrifice an aug slot for additional damage. And it looks awesome if multifired as well.
Jagur4 wrote:
-limit the particle effects in multi-shot weapons to reduce lag

If you only limited the particle effects on weapons with multiple projectiles, they'd look strange in comparison to "normal" weapons. I don't get why SS has so much graphical lag anyways. If you compare SS to Fraxy (the comparison doesn't quite work, I know), you can see that Fraxy doesn't just look insanely epic, it lags less, too.
yugioh125 wrote:
Maybe make it so only excomm loses the bullets, but abs also gets a range boost?

The Abstructor is an awesome weapon for its tech, I don't think a beef would be good.
yugioh125 wrote:
Maybe not by as much as the excomm, but I am fairly sure that with most setups, an excomm would still do more DPS than an abstructor if this occured.

If the Abstructor gets more range than the excom, as well as more bullets, I'm fairly sure a lot of people would prefer it. That, of course, depends on how much the excomm would be beefed.
Dorin Nube wrote:
Anyhow, reducing the number of pellets will lead to a higher percentage of pellets hitting as well, which will increase DPS and energy efficiency.

The rather high spreading of the excomm bullets can be an advantage as well, less bullets don't nesseccarily mean more hits.

I'd like to add another argument as well: the abstuctor and the excomm are mining weapons, right? Mining weapons are used to mine and what would help a lot in a dense asteroid field? Multiple Projectiles.


Thu Jan 29, 2009 4:58 pm
Profile
User avatar
Main: Nyarlathotep
Level: 1854

Joined: Mon Aug 22, 2005 8:17 am
Posts: 3978
Location: Classified
Post Re: Excom & Abstructor: trade number of pellets for more range?
Um, I did not mean give abs more range than excomm. I meant to beef the range of both of them, but beef the range of excomm by more than that of abstructor.

_________________
Dorin Nube wrote:
Nipples aren't the only danger here.


Thu Jan 29, 2009 5:00 pm
Profile

Joined: Thu Jan 22, 2009 6:54 am
Posts: 70
Post Re: Excom & Abstructor: trade number of pellets for more range?
yugioh124 wrote:
Um, I did not mean give abs more range than excomm. I meant to beef the range of both of them, but beef the range of excomm by more than that of abstructor.

Ah, misunderstood you then. I thought beef excom's damage, take away a bullet or 2 and beef abs' range. Would still be a beef for the abs, though and it already is a pretty good weapon. I mean, what other tech 9 weapon can be used to vaporize w3 AI in seconds?


Thu Jan 29, 2009 5:02 pm
Profile
Site Admin / Dev Team
User avatar
Team: Admins
Rank: Director
Main: Jeff_L
Level: 1969

Joined: Wed Mar 23, 2005 2:21 am
Posts: 3894
Location: Santa Clara, CA
Post Re: Excom & Abstructor: trade number of pellets for more range?
I really like the suggestion of giving the abstructor more bullets than excomm. It would provide a more meaningful choice between the two.

The reason I pose this is is because of the particle's that come off the bullets and the lag they cause. I'm adding more range to all the mag's generally, but don't want to add more range to these 5x weapons because that will also mean a lot more lag, unless we reduce the number of pellets.

I will also change most other 5x weapons to have less pellets, but those are not used as widely, so I'm not bringing them up specifically. The catapult line is getting totally changed to be one or 2 big bullets that knock the target back and possibly give some negative tweak to bases.

_________________
For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata.


Thu Jan 29, 2009 5:05 pm
Profile WWW

Joined: Thu Jan 22, 2009 6:54 am
Posts: 70
Post Re: Excom & Abstructor: trade number of pellets for more range?
JeffL wrote:
The catapult line is getting totally changed to be one or 2 big bullets that knock the target back and possibly give some negative tweak to bases.

It would be pretty awesome if catapults were high-recoil, high-damage weapons, that knock both, you and your target, back a little to make the projectile look like it has a hell lot of mass. At least that would be how I'd imagine a catapult in space.


Thu Jan 29, 2009 5:12 pm
Profile
User avatar
Main: Nyarlathotep
Level: 1854

Joined: Mon Aug 22, 2005 8:17 am
Posts: 3978
Location: Classified
Post Re: Excom & Abstructor: trade number of pellets for more range?
Mmmm, fun. I used to use catapults in my gunner izer before I had wep 20, but almost noone else uses them, good to see they will now have a use. Does this only go for the 5-shot ones (catapult, executioner, vigilante and seige), or will it hold true for the cadet/enforcer/constable catapults as well?

_________________
Dorin Nube wrote:
Nipples aren't the only danger here.


Thu Jan 29, 2009 5:25 pm
Profile
User avatar
Main: Stoooch
Level: 17

Joined: Mon Mar 10, 2008 1:41 pm
Posts: 280
Post Re: Excom & Abstructor: trade number of pellets for more range?
Seige Catapults should be the only one with anti base buffs.
Excomms and Abs are one of the few weapons in the game that have a trail left behind the projectiles, and it is certainly one of the longest lasting trails. That is what contributes to the lag.
Surely in client 2 you are going to do something so that multi projectile weapons dont cause nearly so much lag.

_________________
"It is a pity that we fault works of art for being overrated when really it is the critics who have done us the disservice."

Fuck the Cosine!


Thu Jan 29, 2009 5:34 pm
Profile
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 56 posts ]  Go to page Previous  1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 130 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

Jump to:  
cron
Powered by phpBB © phpBB Group.