Re: Airpower Vehicles (Predator, Reaper, Karma Drop Ship)
Posted: Fri Aug 27, 2021 10:16 am
So we played with the Predator/Reaper back to "stock" damage, and even Enyo admitted it was still a bit too much.
So lets turn the knob down a bit, mainly I think on Preadator main weapon.
Also, @snarf is there a way to check the hit box and/or have it show when it gets hit (like most raptors shimmer/flash when they get hit with shock/lasers)...I think part of the frustration is people can't hit these vehicles or if they do they don't get the feedback..
Reaper
main cannon:
fireinterval=(was 0.2) 0.3
damage=(was 55)55
missile weapon: (This is the exploding missle, it should be the best weapon for this IMO)
maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
damage=Keep it 165
damageradius=Keep it 500
hellfire missile:
maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
fireinterval= keep it 1.5 since now you have to be within shoot down range for lock..
damage=50 (unchanged)
predator
main weapon:
Maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
fireinterval=(stock 0.14) 0.18 so twice as fast as now, they are slower but
speed=22000 (stock 30000)
damage=40 (unchanged) 220hp/sec which is pretty stout (vs 285 stock) and its a bit slower so maybe you can move to avoid it.
Or perhaps the other option is to make them have a bit wider "spread" less accurate too...not too much but a bit to make so you can't just deal 800hp in 3-4s easy. Heck it'd take down a mino in less than 10s. Coupled with the predator being hard to hit...
missile weapon:
maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
fireinterval=(was 1.5) 2
damage=135 vs 115 (stock)
damageradius=550 (unchanged)
hellfire rocket:
maxlockrange=10000 (was 30000)
fireinterval=(was 1.5) 2
damage=50 (unchanged)
passenger turret: (Keep this is an improvement)
spread=0 (was 0.01)
damage=35 (was 25)
fireinterval=0.1 (was 0.2)
So lets turn the knob down a bit, mainly I think on Preadator main weapon.
Also, @snarf is there a way to check the hit box and/or have it show when it gets hit (like most raptors shimmer/flash when they get hit with shock/lasers)...I think part of the frustration is people can't hit these vehicles or if they do they don't get the feedback..
Reaper
main cannon:
fireinterval=(was 0.2) 0.3
damage=(was 55)55
missile weapon: (This is the exploding missle, it should be the best weapon for this IMO)
maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
damage=Keep it 165
damageradius=Keep it 500
hellfire missile:
maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
fireinterval= keep it 1.5 since now you have to be within shoot down range for lock..
damage=50 (unchanged)
predator
main weapon:
Maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
fireinterval=(stock 0.14) 0.18 so twice as fast as now, they are slower but
speed=22000 (stock 30000)
damage=40 (unchanged) 220hp/sec which is pretty stout (vs 285 stock) and its a bit slower so maybe you can move to avoid it.
Or perhaps the other option is to make them have a bit wider "spread" less accurate too...not too much but a bit to make so you can't just deal 800hp in 3-4s easy. Heck it'd take down a mino in less than 10s. Coupled with the predator being hard to hit...
missile weapon:
maxlockrange=10000 (was 30000) Keep it, 10000 is Avril lock on range.
fireinterval=(was 1.5) 2
damage=135 vs 115 (stock)
damageradius=550 (unchanged)
hellfire rocket:
maxlockrange=10000 (was 30000)
fireinterval=(was 1.5) 2
damage=50 (unchanged)
passenger turret: (Keep this is an improvement)
spread=0 (was 0.01)
damage=35 (was 25)
fireinterval=0.1 (was 0.2)