Deathmonger Posted June 30, 2008 Report Posted June 30, 2008 Seems like thors have been a problem since Day 1 of this reset, and the only thing done about it was to make them more expensive. Now that people have 3-thor ships and wealth, all it takes are 2 ships to wipe out just about any team. Please fix the splash radius and damage distance decay. Yes I know that this affects all bombs--L3 bombs have ridiculous area effect too. Thors should have to at least be in prox range to do significant damage. Quote
Ronush Posted June 30, 2008 Report Posted June 30, 2008 You've got a point, it will become more efficient. I think it should be applyed ingame. Quote
Unix Posted July 1, 2008 Report Posted July 1, 2008 90% of players who use thors arent using them to make money, It's not often when a player who constantly thors does make a profit from it. Quote
QUAX Posted July 1, 2008 Report Posted July 1, 2008 well the splash radius is a bit out of hand if you ask me. Quote
Suicide_Run Posted July 1, 2008 Report Posted July 1, 2008 Meh, players are spraying thors cause they don't give a crap. No one used thors at beginning of reset. Quote
Deathmonger Posted July 1, 2008 Author Report Posted July 1, 2008 I didn't say they were making a profit, I said they are overpowering in basing games. And Sui everyone used thors at the beginning of reset because they were the best way to make money during basing at the time because other specials were too expensive. Last reset, there were actually more thors being launched because you respawned two every death, but it wasn't so unbalancing because they weren't so powerful. I don't think anything needs to be changed except make the damage decay faster the further away you are from the point of impact. Quote
Unix Posted July 1, 2008 Report Posted July 1, 2008 No.... They did do just as much damage I believe, the thing is that the weasel rush was just a lot more effective. Not only that, but the way basing is done now isnt the same as before, which makes thorring better to do. Quote
Deathmonger Posted July 1, 2008 Author Report Posted July 1, 2008 They may do the same max damage, but the whole point is that the damage doesn't decay as much with distance as it did before--i.e. the area effect is greater. I don't know what you're talking about in your second point. Quote
Kilo Posted July 1, 2008 Report Posted July 1, 2008 The splash damage setting was much higher than it is now--the area effect is less. Quote
Gar Posted July 1, 2008 Report Posted July 1, 2008 (edited) The real reason thors are overpowered now is alot simpler than splash radius or damage numbers: their natural counter, repels, are less prevalent. This is due both to the fact that repels cost money and to the fact that repels have been repurposed as purely something you try to spam off before you get killed. It's very rare that you're just sitting around in your team without having used a repel. Funnily enough, this itself is a result of repel being the natural counter to burst, which is now FAR too prevalent and FAR too powerful, and to shark rushes, against which repels are your only hope of stopping the overpowered ship 8 from passing you (or bursting you). So if you want to nerf thors without touching them at all, nerf bursts and possibly sharks. These changes should already be on the docket for the zone devs anyway, so just say it's being done to nerf thors too! edit: and is it my imagination or are repels of less duration in this reset? I notice their effect on guns is minimal to useless... Edited July 1, 2008 by Gar Quote
Unix Posted July 1, 2008 Report Posted July 1, 2008 The difference between basing now and before. Before there were people who rushed, now there aren't as many, this mainly because people are wimps and staying back. If a team stays back and is in one somewhat large cluster, the potential for thor damage is a lot higher because a good thorrer will aim at a large cluster of blue rather than almost no one. Of course thors are more prevelent than before if people aren't rushing. What do you expect? If you're not going to rush, what's the next best option? The trip thor phenemenon also works on the premise of concentrated damage, so its not like one thor is killing you its more like 3 of them. Let's also not forget that the damage from the splash itself is what kills you, not direct hits, if you want a good thor protection armor, try wave Quote
Deathmonger Posted July 1, 2008 Author Report Posted July 1, 2008 The splash damage setting was much higher than it is now--the area effect is less. I'll take your word for it, but for whatever reason--maybe the higher recharge rates before, or everyone using coils before made ships tougher--thors are a lot more effective now. I think also last reset you had 2 thors max and now u can get 3. Certainly the fewer repels and bunching that Gar and Unix mention also come into play. I still find it hard to understand, though, because L1 bombs did no wallbombing damage in the prior setts and now they do across walls like those in base 5. Perhaps it comes down to recharge. Quote
Unix Posted July 1, 2008 Report Posted July 1, 2008 The biggest reason why people are actually dying to thors are mainly because of the splash damage. A thor is essentially a level 4 bomb with prox. We all know how powerful one tacnuke is if it hits relatively close to you, what you're getting hit with is even more powerful than a tacnuke because it has no energy cost, and does more damage and the splash is a lot larger. It's not that thors are overpowered, just that players leave themselves open for it. A lot of times it's a battle of who can thor the best, not a matter of rushing in bases. We have two teams thorring one another seeing who can outlast the other, which lanc can survive, who has the summon, etc. If you wanna stop people from thorring, rep the thors, stay near the enemy so that they tk one another. Players like Lera will thor all the time, even if it causes tks, so that helps your team even more. Then when they're weakened, have your team not thor back, but actually RUSH. Quote
Suicide_Run Posted July 1, 2008 Report Posted July 1, 2008 I agree with Gar on the part about how repels are used less which causes thors to do "more" dmg. But nerfing burst and sharks doesn't really make people use reps more. Might as well lower the price or something. A drop in repel prices "should" encourage players to buy/use reps more. But it usually won't happen cause most of the HS population is greedy as !@#$%^&*. I also find thors appears more (or seems to do lots of damage) when its those lop-sided game where one freq is over stacked while the other freq is under powered in terms of item usage. Quote
vetta64 Posted July 2, 2008 Report Posted July 2, 2008 Even though they are more expensive then at the beginning, it may still be effective to increase the price from say 50 to 100 or 125 per. Might not stop everyone, but would solve m!@#$%^&* thoring problems. Quote
Syrith Posted July 2, 2008 Report Posted July 2, 2008 Tacnuke has shrap, while thors can go through walls. Quote
Sharpflame Posted July 2, 2008 Report Posted July 2, 2008 I think changing prices is a bad solution. Could it be reduced prox distance that is making the thors so much more powerful? Changing prox around doesn't sound like a very good way to solve this, though. It would probably be fixed if people couldn't thor three times at once. What's up with that. Three thors in one life? That's brutally stupid. Two thors will do more than enough damage. Quote
Dr Brain Posted July 2, 2008 Report Posted July 2, 2008 Or, a simpler solution: make salvo and thors not work at the same time. Quote
Suicide_Run Posted July 2, 2008 Report Posted July 2, 2008 Or, a simpler solution: make salvo and thors not work at the same time.Maybe add a "bombdelay +25" for each siege pack? Quote
Unix Posted July 2, 2008 Report Posted July 2, 2008 I honestly dont see that big of a problem with m!@#$%^&* thorring, other than when multiple players thor at the same time. Even then that's rare. Trick about thorrers is that, they suck at literally everything else. They cant rush well, and the only way to continuously be a threat is to warp and buy thors, then get summoned back. Easy trick to stop that is something called antiwarp. Try stopping thors yourself, be a shield for your team, you'd be surprised how effective that is. Quote
Sharpflame Posted July 2, 2008 Report Posted July 2, 2008 Or, a simpler solution: make salvo and thors not work at the same time.Maybe add a "bombdelay +25" for each siege pack? Best idea yet. Quote
weasel Posted July 2, 2008 Report Posted July 2, 2008 I honestly dont see that big of a problem with m!@#$%^&* thorring, other than when multiple players thor at the same time. Even then that's rare. Trick about thorrers is that, they suck at literally everything else. They cant rush well, and the only way to continuously be a threat is to warp and buy thors, then get summoned back. Easy trick to stop that is something called antiwarp. Try stopping thors yourself, be a shield for your team, you'd be surprised how effective that is.unix is a perfect example of someone who sucks at everything else Quote
QUAX Posted July 2, 2008 Report Posted July 2, 2008 Ive seen Unix on numerous occasions fire three thor's, warp back to center, buy, summon back to base and repeat the process over and over. Quote
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