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Posted (edited)

Here, I'll try shortening my posts for the textually challenged.

 

Problem: PD isn't used anymore except as a novelty, because it's not worth a sig spot.

 

Solution: make pd fire BACKWARDS and to the SIDES like Lancaster's multifire. Add a couple bullets to compensate for the spread. This will make the slow crappy turn speed of PD not an issue, will protect the big PD ship much better, and make PD worth sig.

Edited by Gar
Posted
Here, I'll try shortening my posts for the textually challenged.

 

Problem: PD isn't used anymore except as a novelty, because it's not worth a sig spot.

 

Solution: make pd fire BACKWARDS and to the SIDES like Lancaster's multifire. Add a couple bullets to compensate for the spread. This will make the slow crappy turn speed of PD not an issue, will protect the big PD ship much better, and make PD worth sig.

Make it shoot a little faster too..

Posted

what? shark bullet speed is faster than levis, how did that make any sense

either way it definitely won't be a lanc because of obv meatshielding sideeffects

 

PD just going to get an AI upgrade sometime

Posted

I was actually contemplating a little about PD and a few lesser used sigs.

 

One of the better solutions I thought of, which would require a lot of work would be making two sig slots, rather than just one. The way it would work though is making some sigs worth one slot and other sigs worth two slots. (Ampere would be "put back to normal" then put as 2 sig slots).

 

At the same time though, there are some sigs that arent worth the complete two sig slots, but at the same time is way overpowered if used as only half of the two. So some of the sigs would need to be nerfed. (Like radiating coils would be nerfed and considered one sig slot).

 

What I'm suggesting is an overall thing, not just for PD, but PD just so happened to fall under it.

Posted (edited)
Here, I'll try shortening my posts for the textually challenged.

 

Problem: PD isn't used anymore except as a novelty, because it's not worth a sig spot.

 

Solution: make pd fire BACKWARDS and to the SIDES like Lancaster's multifire. Add a couple bullets to compensate for the spread. This will make the slow crappy turn speed of PD not an issue, will protect the big PD ship much better, and make PD worth sig.

 

How about keeping the AI and just adding bounce to it? It would be much more effective in a base that way and the AI just as it is would keep it most effective when used defensively. This way the PD won't have to aim so well and the pilot could use it's slower, or slightly off, aim to his advantage with the bounce aim without making it overpowering. Without bounce its almost useless because it would likely hit a wall before it hit you and there are ways around an AI (improved or not) when flying in the open.

 

If possible and necessary, maybe decreasing it's bullet speed would help maintain a fair balance as well.

 

----

One sig slot is enough.

Edited by Kelaiah
Posted
You must be forgetting how much L4 bullets hurt (hint: a lot). Add in the fact that it fires for free at a respectable rate AND there's some degree of automated aiming... it's already annoying as it is. Making the bullets bounce pretty much !@#$%^&*ures that it becomes standard basing equipment (aka: broken), so it's not likely to happen.
Posted (edited)
You must be forgetting how much L4 bullets hurt (hint: a lot). Add in the fact that it fires for free at a respectable rate AND there's some degree of automated aiming... it's already annoying as it is. Making the bullets bounce pretty much !@#$%^&*ures that it becomes standard basing equipment (aka: broken), so it's not likely to happen.

 

I thought it had been changed to lvl 3. They didn't seem to hurt me that much when I got hit with it (without aphasic) and I was actually using shock. Course it didn't hit me much. We were in base and most of the bullets hit the wall because the aim literally sucked...I didn't even have to try to dodge them. It fires fairly slow compared to other guns used in the base so I was focused on other things and with the slow "turn" of the aim it pretty much wasn't an issue. Thats why I brought up the bounce.

 

That said, it was base game and maybe it was aiming at ppl on the other side of the wall. I doubt it, but its a possibility if they are closer and that could also be used against you, without bounce.

 

But you are right that lvl 4 hurts bad so if it is lvl 4, my bad. Maybe if you increase the delay on it and/or lower the bullet speed a bit with bounce? It seems like bounce would be crucial to making it worthwhile for a sig even if it were made lvl3. What's the point of using it when in a real base game most of the time it just hits the wall (and this is when you need it the most)? Without bounce though, maybe it should be a non-sig add-on or emitter. Still somewhat a sacrifice since you are stuck with only two of those and the price is not cheap.

Edited by Kelaiah
Posted
literally sucked

 

It pulled other things in? If you just meant bad, why take the time to type out literally and make the meaning wrong?

 

Seriously though, PD was never meant to be a serious gun. It probably shouldn't be signature, but that's not a big deal either way.

Posted (edited)

Bounce on PD would be absolute rape in enclosed areas like bases in fgs. I just got the PD and it's a pretty fun gun (once I finish outfitting my lanc I wanna see how a turret full of PD ships works out =P. ... shut up it'll be fun and I know enough of you out there have a PD on one ship or another.)

 

Pros:

+Ammoless gun, no need to buy ammo, that much isn't too big a deal anyway but nice.

+Energyless gun, don't have to worry about shooting energy which is a big plus.

+Independant gun, you can shoot bombs, thors, reps ect anything else without having to worry about shooting/not shooting

+Good refire rate

+Really painful l4

+Cool concept and it is fun

 

Cons:

-No money from PD kills when detached (which is one of the only ways to mess with it's aiming to get kills).. though detaching is probably just a bug anyway

-No bounty from PD kills, kind of obvious

-Doesn't shoot too far out

-PD shoots at the wall in bases or minibases

-Shoots at empty space after an enemy dies

-Anyone flying in a straight line (that isn't directly towards the PD) will avoid every shot. Anyone flying in circles around the ship with it will not get hit.

-Takes an extra spot on the team. Meaning if 2 teams of 10 'players' were in a flag game, and on freq 1 two people had PD, there would only be 8 actual players on freq 1.

Edited by Noobclear Missile
Posted
-Takes an extra spot on the team. Meaning if 2 teams of 10 'players' were in a flag game, and on freq 1 two people had PD, there would only be 8 actual players on freq 1.

 

I'm pretty sure the server doesn't count fake players when !@#$%^&*igning entering players to teams.

Posted
-Takes an extra spot on the team. Meaning if 2 teams of 10 'players' were in a flag game, and on freq 1 two people had PD, there would only be 8 actual players on freq 1.

 

I'm pretty sure the server doesn't count fake players when !@#$%^&*igning entering players to teams.

It does

Posted
-Takes an extra spot on the team. Meaning if 2 teams of 10 'players' were in a flag game, and on freq 1 two people had PD, there would only be 8 actual players on freq 1.

 

I'm pretty sure the server doesn't count fake players when !@#$%^&*igning entering players to teams.

 

I dunno, ive never seen it even out if more than one PD is excluded.

Posted

All PD's and "non-player's" on teams are counted towards the freqs population.

 

 

As a veteran hopper I have used PointDefense and fields to my advantage....

 

By the way

 

Let's say there's a 20v18 game.

If 2 fields are set by freq 1 (18), then it becomes 20v20, therefore opening a "HopSpace." At this point, I hop in with lightning fast reflexes. When the fields disappear, it is now 21v18.

 

As you can see, stacking occurs very easily.

Posted (edited)

Stop spilling the beans, f3ar

 

Would it be possible to customize your PD like your customize your ship?

 

ie: red bullet bounce or lvl 4 mines, whatever etc

Edited by Unix
Posted

local int count_freq(Arena *arena, int freq, Player *excl, int inclspec)
{
Player *p;
Link *link;
int t = 0;
pd->Lock();
FOR_EACH_PLAYER(p)
	if (p->arena == arena &&
		p->p_freq == freq &&
		p != excl &&
		IS_HUMAN(p) &&
		( p->p_ship != SHIP_SPEC || inclspec ) )
		t++;
pd->Unlock();
return t;
}

 

Note the IS_HUMAN(p) check. Meaning PD won't get counted, at least as far as the server is concerned. It's possible that Continuum does some checking.

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