Unbalance
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Re: Unbalance
10s delay on all his shots!
Re: Unbalance
Page I asked this when I first heard the accuracy formula had changed. So we use to trade to high levels for the benefit of having a higher weapons accuracy. So what is the reason to trade to a high level now? It can't be the cloak mean it only a matter of time before the cloak get cut down. By the way a lot of people keep talking about player level making it to powerful. That leaves the jump drive????
Re: Unbalance
High level still increases accuracy, it's just the increase is relative to the base accuracy of the weapons, so if you are getting +50% then you would gain say +17.5% acc on the HHG, but +40% on the HHD, making the high acc weapons more useful.
Re: Unbalance
I know and understand why you changed it, but it did take the mean reason for trading up in levels out of the game. You should try to replace it with something else, I mean a new reason for trading up in levels.
Re: Unbalance
You still gain accuracy for levels, it's just you gain about the same for 50% acc weapons, more for higher and less for lower. (From memory I believe I aimed it to be around the same level for 50% weapons)
Re: Unbalance
With high speed connections, a delay is a hard thing to implement fairly. Even a half second a shot is enough to give an outright advantage to the person who chooses to flee.
ME solved this problem long ago with a weapon/drone recharge time. Of course, they have a holding mechanism. So a trader has to break free from a sector, or choose to fight it out. General recharge there is 20 seconds and most battles take at least three shots 1v1 So 40 second plus battles minimum.
ME solved this problem long ago with a weapon/drone recharge time. Of course, they have a holding mechanism. So a trader has to break free from a sector, or choose to fight it out. General recharge there is 20 seconds and most battles take at least three shots 1v1 So 40 second plus battles minimum.
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Re: Unbalance
If you put in a 20-40 second delay you'd never see a single kill except in fleeters or gangbangs because people would just run in the 20-40s. I know any trader would easily run unless they were a complete newb.Naeblis wrote:With high speed connections, a delay is a hard thing to implement fairly. Even a half second a shot is enough to give an outright advantage to the person who chooses to flee.
ME solved this problem long ago with a weapon/drone recharge time. Of course, they have a holding mechanism. So a trader has to break free from a sector, or choose to fight it out. General recharge there is 20 seconds and most battles take at least three shots 1v1 So 40 second plus battles minimum.
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Co-Lead: Suckas, Black Sun Ascending, Wraith Squadron, Fool's Errend, Team Poker, The Phantom Order, Toxic #5
Member of: Team Pup and Suds, Nintendo Power, System Failure, Crusaders, new dawn, Cereal Killers, Armory, Armory V2, _-=`Perfection`=-_, The Guild, Ragnarok, Heimdall, United Rebels, ilLegitimate Basterds
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Re: Unbalance
The delay wasn't quite so high on the ships used for hunting, but it did make for some very intense fleet battles where deciding to take a shot a bit early and take the acc + dmg hit could be worth it to get the finishing hit and stop them firing, or to pick off the key targets. At the same time SMR people are used to not even having to push the attack button themselves in order to fire, so it is unlikely to ever go into the game :P
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Re: Unbalance
Alright.. easy solution, take it back to the classic....
the good old 'flee' or 'fight' popup for any and all combat
the good old 'flee' or 'fight' popup for any and all combat
Re: Unbalance
Page wrote:The delay wasn't quite so high on the ships used for hunting, but it did make for some very intense fleet battles where deciding to take a shot a bit early and take the acc + dmg hit could be worth it to get the finishing hit and stop them firing, or to pick off the key targets. At the same time SMR people are used to not even having to push the attack button themselves in order to fire, so it is unlikely to ever go into the game
^^ Takes planning and teamwork to fleet in ME
You have to shoot for yourself, and their is no fleet fire.
As for JJ, what you don't understand is mines/tractor beam in ME can hold a ship long enough for 2-4 shots to get off. Here mines don't trap, only annoy. There CD defend mines and you must blow a good portion of the stack, either by shooting or ramming it to escape. This delay balances out with weapon recharge.
You can enter a mined sector and back out over there, as long as you don't fire or drop forces. Doing so traps you.
Master of the lightenings, rider on the storm, wearer of a crown of swords, spinner-out of fate. Who thinks he turns the Wheel of Time, may learn the truth too late.Galactic Vampire