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Weapon Issues that need to be resolved
Mouldy_Taco
Registered, Moderator Posts: 133
I've been getting occasional feedback from players about weapons, and figured I should share them with the rest of the team.
I'm sure that most of these have been posted several times before, but at least now they'll all be consolidated into one thread.
Laser Blasters: Extremely high energy cost to damage ratio, around 5% the damage for equal amounts of power as compared to some other weapons.
Plasma Blasters: It appears that with multiple rounds in the air, as soon as the first one hits a target, the rest explode prematurely.
EVERYTHING: Props don't seem to take damage unless you are aiming towards it's origin (Is this something we have control over?)
Spartan and Homing torpedoes: These two weapons seem to have been rendered more or less useless due to both nerfing their damage/ROF and the subsequent buff to core health.
I will try to ask more people if they are having any problems, so I might update this post occasionally.
I'm sure that most of these have been posted several times before, but at least now they'll all be consolidated into one thread.
Laser Blasters: Extremely high energy cost to damage ratio, around 5% the damage for equal amounts of power as compared to some other weapons.
Plasma Blasters: It appears that with multiple rounds in the air, as soon as the first one hits a target, the rest explode prematurely.
EVERYTHING: Props don't seem to take damage unless you are aiming towards it's origin (Is this something we have control over?)
Spartan and Homing torpedoes: These two weapons seem to have been rendered more or less useless due to both nerfing their damage/ROF and the subsequent buff to core health.
I will try to ask more people if they are having any problems, so I might update this post occasionally.
"If this works, it'll keep us from getting' caught. If it doesn't, it'll keep us from gettin' old," -- MacGyver
Comments
A little issue which got reported by Lambda before but without a response:
The vector input on Homing torpedos are still broken and they ignore the given vector.
the eternal pain in our beloved superadmins asses. Does stuff.
"I want you to show this world what it means to fear the sky."
Yea! And now they r PINK because of ROSE!
Personally, it's a mixture of that, and me not really caring about the weapons. I don't use them, nor do I like ship combat.
I've been trying to get the devs who actually KNOW how this stuff works to start working, but.. No luck yet.
Your cruiser is self-balanced really well IMO, I believe the problem is that the SG drones render the speed advantage of frigates useless because they have a insane amount of speed
We really need to get the Ship Weapon Limits sorted out, I've seen Stump's fighter that hits the pulse cannon limit, and it's common to see new people covering their ship in about 3 of every type of homing weapon. No-one wants their much-loved ship to be destroyed, but preventing this by trying to make it instantly destroy everything is not the right solution.
I've been learning Lua, got everything pretty much covered but the networking. I've been considering applying for Dev status, but I don't want to end up replacing every entity class with a Pulse Cannon or something.
"I want you to show this world what it means to fear the sky."
I really should work on something for school too, but I keep getting distracted by Minecraft.
The dupes, external management of them at least, is as easy as a php based FTP utilizing steam openID login. Sharing is a bit more anoying there, not sure how to do that. But if you can manage your dupes on both servers from a clean interface, it might not be a worry.