»Ceiu Posted May 24, 2007 Report Posted May 24, 2007 Making a lanc slower doesn't solve the problem. It's the fact their bursts can clear out entire regions of a base in short-order. Combine that with a setup that allows for 3 bursts, AD and ZPM and you've got a tank with a ton of energy designed for quick deployment of bursts before suiciding and restarting the process all over again. To make matters worse, teams can and have setup perpetual cycles of kamikaze lancs due to the fact they also function as anchor points. Solution: Nerf bursts on lanc, by either (a) limiting them to 1 per life, ( drastically reducing the speed of the burst shrapnel, © reducing the number of burst shrapnel or (d) all of the above. I understand that they need some form of close-quarters retaliation, but the current lifetime on bullets makes them capable of dealing boatloads of damage in very little time. Slightly off-topic FYI: When any weapon is repelled, it's alive-time is reset (Translation: a weapon can be kept alive indefinitely, so long as someone repels it before it expires). This is what makes repels so deadly when people panic and mash their repel key -- it just gives them that much more time to hit you (and, usually, double or triples it's velocity). Quote
Suicide_Run Posted May 24, 2007 Report Posted May 24, 2007 I think the changes that happened just recently has helped alot since now lancs doenst have alot of hp and their rockets doesnt slingshot them forward. The less experienced players cant lanc rush as well as they used to whether they have large numbers or not. Next Stop: Levi Rushing! lol Quote
James1293 Posted May 24, 2007 Report Posted May 24, 2007 the nrg of lancs is really low for its size now, though. They can't be ZEE MOTHERSHIP as well. Quote
nebulou Posted May 24, 2007 Report Posted May 24, 2007 wow i cant believe my suggestions were implemented Making a lanc slower doesn't solve the problem. actually it does. if you give lancs 0 speed, they will never be able to get anywhere to burst there. i dont think the thrust was set low enough, lancs can still use afterburners to run short distances in a timely manner. if maxthrust is set to the current non-afterburner thrust lancs will not be able to rush at all. if that happens i think the max energy for lanc should be bumped back up to 4000 since they wont be able to rush anymore. their current low health makes them big targets for thors anyway. the reason i want to keep bursts on lanc is because they need something to defend themselves with. without bursts any ship will be able to take out an unguarded lanc easily. and 1 final suggestion: gb was complaining that turret base is too easy to kill with bursts (even though he had a turret with 1000+ btyrs on it). 1 burst kill does seem a bit excessive though. maybe reduce the damage down to just 2x normal damage? Quote
James1293 Posted May 25, 2007 Report Posted May 25, 2007 i think the max energy for lanc should be bumped back up to 4000 since they wont be able to rush anymore. their current low health makes them big targets for thors anyway. the reason i want to keep bursts on lanc is because they need something to defend themselves with. without bursts any ship will be able to take out an unguarded lanc easily. 1) Totally agree.2) why not give them some other way to defend themselves...? not that i can think of one.... Quote
Suicide_Run Posted May 26, 2007 Report Posted May 26, 2007 Btw you guys, when you say lowering thrust...do you mean Max Thrust, Initial Thrust or Thrust Per Green or All three? I think lanc' speed/thrust is pretty good. All I think thats needed to be done is swap levi's nrg layout with the current lanc...cause having a Heavy Bomber of some kind have more nrg/hp than a mothership/attachable is kinda...silly. Quote
Sharpflame Posted May 26, 2007 Author Report Posted May 26, 2007 Now lancs will have to stay back at a safe distance. Quote
nebulou Posted May 26, 2007 Report Posted May 26, 2007 Btw you guys, when you say lowering thrust...do you mean Max Thrust, Initial Thrust or Thrust Per Green or All three? I think lanc' speed/thrust is pretty good. All I think thats needed to be done is swap levi's nrg layout with the current lanc...cause having a Heavy Bomber of some kind have more nrg/hp than a mothership/attachable is kinda...silly. im talking about max thrust. i think it would be ok if the initial thrust and max thrust were the same. rotation could also be lowered so that lancs would have a hard time getting around corners in bases quickly. i think lancaster is more of carrier, its huge, but doesnt have much armor and leviathan is more of a battlecruiser, its not as big as the carrier, but it has tons of armor slightly off-topic: i think rockets should be removed from all large ships (levi, lanc, spider already has none) and rockets set to their old settings Quote
DaRuler Posted May 26, 2007 Report Posted May 26, 2007 (edited) I just don't understand. I think basing is quite fine with the setup now. I've seen pub teams take over priv freqs a lot. I just don't understand why there is a need for this "perfect balance" like one ship can't overpower another in one thing. It's B.S. to me. Too many complainers IMO no offense to any, suggestions are good I suppose. EDIT: And bursts are fun in base it makes for a faster pace gameplay. Repels, if used correctly, can easily push bursts and enemies back to the point where bursts aren't as useful. There are ways around everything. Fields are being !@#$%^&*d more now in bases and I think that's gonna pose more of a problem soon. They can overlap and when there's 3 or 4 in a base it's nearly impossible to get through if placed correctly. Edited May 26, 2007 by DaRuler Quote
James1293 Posted May 26, 2007 Report Posted May 26, 2007 Eh... DaRuler's right. someone should close this topic. Quote
»Ceiu Posted May 27, 2007 Report Posted May 27, 2007 Fields, however, don't mean instant-death if you're in one. In fact, more often than not, I can get through a field without much trouble at all. Usually the fields act as a "timeout", so to speak; both teams will just sit at one end and wait for it to expire. The only time people rush through them wildly is when the defending team is trying to win. Quote
»D1st0rt Posted May 27, 2007 Report Posted May 27, 2007 They are most effective at establishing a zone of control within a base, not killing people Quote
DaRuler Posted May 27, 2007 Report Posted May 27, 2007 Unless thye are against a wall in base and they keep repping you into them =P especially when there are like 3 overlapping lol. Calls for a fun time Quote
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