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Posted

In my opinion there currently are a few points on the Javelin that could use some attention, below I will summarize these points and if available provide some factual information behind them. It is the author of this post's opinion that the Javelin in its current state is an underpowered ship, and most of the information below will reflect this. If you cannot stomach this, do not read further!

 

The problems have been sorted in severity, and pertain ONLY to the Javelin. Suggestions should not be applied to other ships.

 

 

(It is this authors opinion that encouraging players to use glue on the CTRL key is not a positive thing, all ships that are currently capable of spraying bullets above level 1 without losing Current Energy should be made so that they no longer can do this, unless this is their specialization. This is Super Ships (Which incidentally should be a dead zone, while others should have remained only))

 

 

Maximum Speed | Status: Unknown

Problem: The Javelin is currently a slow ship in comparison to its brother, the Warbird. A Warbird without upgrades can easily gain on a FireIced Javelin.

Solution: The Javelins Maximum Speed should be raised slightly. It should at least be somewhat closer to that of the warbird. (Also, Warbirds seem to have an impossible amount of thrust, please reduce)

 

 

(Yellow) Bomb Damage | Status: Unknown

Problem: After tenuous testing with Buffy, we determined that level 2 (Yellow) bombs, actually do LESS damage then level 1 (Red) bombs. The reason to this is unknown. There is a significant (in)difference in damage and the basic bomb does come with proximity. It was found after a significant amount of test firings that red bombs in fact do an identical or bigger amount of damage then yellow ones. Proximity may have something to do with this, allowing the bomb to approach zero point closer and closer.

Solution: The yellow bomb needs a damage upgrade, or testing needs to be done with proximity.

 

 

Bomb Fire Delay | Status: Unknown

Problem: It currently is not possible to dual-fire a bomb on one vessel, while not truly a bug, the old Javelin felt as if it had a shorter delay.

Solution: Reduce the Bomb Fire Delay slightly, possibly increase the energy required to shoot a bomb and also increase the recharge rate accordingly. Making shooting two bombs have a bigger impact on your energy, but not affecting the downtime in total.

 

 

Rotation Speed | Status: Fixed

Problem: The Javelin becomes an unwieldy craft with even the most basic of engines, making aiming virtually impossible.

Solution: Reduce the rate by which the Javelin's rotation speed upgrades.

Posted

I agree with all of that except the comment on the lvl2 bombs. Having worked with setts many times I know that all bombs in fact have the exact same damage in the center of the explosion. The actual damage is determined by the distance from the center. It may be that because the blast radius is so large the red bombs become more effective in combat purely by the number of hits (prox bombs hit more often). I do not attempt to say that the yellow bombs are more effective in this scenario.

 

The solution to this is simple. either change the prox distance by perhaps 1 tile distance or change the blast radius so they are less effective at such a range. However, this may require some changing of the damage to maintain their status as effective.

Posted
Maximum Speed | Status: Unknown

Problem: The Javelin is currently a slow ship in comparison to its brother, the Warbird. A Warbird without upgrades can easily gain on a FireIced Javelin.

Solution: The Javelins Maximum Speed should be raised slightly. It should at least be somewhat closer to that of the warbird. (Also, Warbirds seem to have an impossible amount of thrust, please reduce)

The javelin (before I went AWOL a year ago) used to have the same, if not more speed than the warbird when using afterburners. The purpose of this was to give javelins the option of running, but not make them fast to the point of being uber (remember during area5, when there was no point whatsoever to get any ship other than a jav, and possibly a lanc for basing?). I do not think the javelin should be as fast as the warbird normally in any cir!@#$%^&*stance (unless, of course, it is made fragile enough to compensate).

 

I agree with all of that except the comment on the lvl2 bombs. Having worked with setts many times I know that all bombs in fact have the exact same damage in the center of the explosion. The actual damage is determined by the distance from the center. It may be that because the blast radius is so large the red bombs become more effective in combat purely by the number of hits (prox bombs hit more often). I do not attempt to say that the yellow bombs are more effective in this scenario.

 

The solution to this is simple. either change the prox distance by perhaps 1 tile distance or change the blast radius so they are less effective at such a range. However, this may require some changing of the damage to maintain their status as effective.

You are exactly right about bomb damage. Bombs of any level inflict the same damage at the center of the explosion. Given the same location parameters, including same bomb detonation location (which prox affects), higher level bombs will always inflict more damage than lower level ones (except in the instance that the bomb is a direct hit, in which case both levels will inflict the same damage.) Proximity bombs are better on the premise that a distant detonation with reduced damage is better than a complete miss for no damage. Higher level bombs expand on this. The last time I checked, albeit a year or more ago, the explosion radius was not that large, and the level balance of bombs was fine (l3 for long range, l1/l2 for short range).

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