pooty wrote: ↑Tue Oct 15, 2024 4:38 pm
The change here was thinking more explosion less fire.
The fire/burn of the alt fire is exactly what made it good. Reduce the impact damage and increase fire/burn back would be better.
Still not sure what the purpose of giving flames to the primary missiles was while reducing it on alt. The missiles need to be updated to do something else, like maybe actually lock onto other flyers. As you have the Ifrit, primary and alt fire do almost the same thing, except primary does less impact damage and more fire/burn, alt has less damage than before AND very little fire/burn. Would rather have only the alt fire do burn damage and the missile just lock onto flyers at least somewhat (no burn).
It's weaker against other flyers now too because of the reduced alt fire burn. That's a hard shot to make and should be rewarded.
I'll play with it some more, but it definitely seems to be a lot weaker than before, and the primary fire still seems dumb.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
Alt-Fire direct hit + burn now will do 627. That kills most scorps/trucks/badgers one shot. Also you can fire faster now 1 shot every 6s vs. 7s.
Two quick primaries and alt-fire will do 1275 -- enough to take out all but the heaviest tanks quickly... and with the smoke screen you'll likely be able to pop it again without getting lasered. But figure one flyer shouldn't be able to one shot a mino, but if you can quickly in 4s (total burn might take another 3s or so but still) take half its health, its gonna die pretty quick if one teammate is blasting at the same time.
Keep in mind reducing the "blast" damage reduces what it does to nodes (nodes can't be really set on fire), that's why its higher.
I'll increase the primary projectile velocity, it will be very fast, so you can get a chance to hit close air to air. One hit will kill most (324) other raptor types. That's a quick fix. I'd love to have a better primary fire....
And yes its weak against other flyers because its a beast against ground vehicles. Phoenix/Starbolt/Guppy are really good air to air, starbolt and phoenix are weak against tanks.... so there's trade offs.
And the alt-fire will never be as powerful as before, I don't think any flyer should do more than 600 in one shot really, I know its not instant but damn easy to kill grounders with it.
BTW. The mino now is quite vulnerable to the FireTank alt-fire which can still one shot a mino. ~2200 pts. To me the FireTank is the biggest enemy to the Mino besides other Minos.
Ok I need to check Fire/Flame Tank lasers. They should have standard laser range 20000 UU like every other laser. For some reason last night on Valarna, they had way greater range. Ok just checked TraceRange=40000.000000
So must have been a reason I put it at 40000? Or maybe just forgot to update it. Only one vehicle has long range lasers -- Mino. Every other laser has 20000. Probably should tweak the fire tanks as well to be the same.
Nobody noticed except on Valarna. That map is broken more than the fire tank. Not sure if unreg or range... all game long. What other maps let you see 30000uu distance with no fog etc. I'm not saying add fog, but the fact there is none causes its own set of problems. Of course it should be fixed but pointing out nobody would have noticed except for that map in particular.
captainsnarf wrote: ↑Tue Jul 01, 2025 9:43 am
Nobody noticed except on Valarna. That map is broken more than the fire tank. Not sure if unreg or range... all game long. What other maps let you see 30000uu distance with no fog etc. I'm not saying add fog, but the fact there is none causes its own set of problems. Of course it should be fixed but pointing out nobody would have noticed except for that map in particular.
Adding fog to Valarna is a good idea. As it is, the long viewing distance and open terrain only invite players to sit in long range vehicles sniping everything in sight, which is all the way across the map.
But the fire tank lasers should definitely be shortened to match everything else.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
For the non-technical folks, all the UT actors/objects have "Cull Distance" which is the distance beyond the game doesn't render it. Most are set reasonably to reduce strain on the engine. Fog works with this to "block" things that you can't see.
captainsnarf wrote: ↑Tue Jul 01, 2025 9:43 am
Nobody noticed except on Valarna. That map is broken more than the fire tank. Not sure if unreg or range... all game long. What other maps let you see 30000uu distance with no fog etc. I'm not saying add fog, but the fact there is none causes its own set of problems. Of course it should be fixed but pointing out nobody would have noticed except for that map in particular.
Adding fog to Valarna is a good idea. As it is, the long viewing distance and open terrain only invite players to sit in long range vehicles sniping everything in sight, which is all the way across the map.
But the fire tank lasers should definitely be shortened to match everything else.
This is probably part of a bigger discussion, but why not have distance-based damage falloff?
e.g. Under 10000 uu, Damage = BaseDamage, between 10000 to 20000, Damage = BaseDamage * (1 - Distance/DistanceMax)
Seems like a logical way to ensure that instant-hit weapons aren't completely dominating the visible play area but are still able to function in some capacity. Hitsounds/Hitnumbers ought to make it obvious how the damage falloff is affecting the shots as well.