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Posted

The other day i sold my ripper turret and bought an eagle and buckshot turret (i liked the idea of having red/yellow/blue bullets all at once). I found the game more fun. Enemy ships would get close and team would need to fight them off (i got to see ships other than solid weasels). I would end up hurt by the encounter. But what was not fun is keeping track of all those ad's and instant dieing on a burst. So back to ripper i went.

 

The ripper is mostly boring. See enemy, see enemy go boom. After ship goes boom position youself for ad and watch him go boom again. You die because you find youself watching tv and not paying attention.

 

I also see alot of vets complain about it, they leak in and go boom before they can move, it has to be fustrating.

 

It is also fustrating as a lanc driver, to keep positioning yourself in the open, away from corners, and away from bombs which turn off the turret. The ripper is turned off easily by nova bombs, which has brought them out of the woodwork. I think we can all agree that we would rather not have anyone using nova. It takes alot of skill to use nova well and if it is not used well it is fustrating for all.

 

Think we need a ripper with less dps, that does not promote nova bombs, and some non-sig burst armor for the lanc (and maybe make solid armor not availible on med ships).

 

I think this will make game more fun for all.

 

And yes brain, i know my input means nothing, but i posted it anyway, so please no comments about that.

Posted
I just wished your normal bullets went further. Its frustrating when certain players wise up and realize they can just bomb you out of ripper range. Persuing them also proves futile as you suck up your own energy and your bullets and bombs either dont reach or are easily dodged.
Posted

The biggest problem with the turret situation is that the bomb damage is absolute, it doesnt change based on proximity splash etc. It does a constant number. Not only does Nova have the largest splash, but it's the highest level. If it could be based on splash damage, it would be more ideal.

 

Another reason why Ripper > your two other turrets is that 600 < 1200 energy, Ripper has a better chance of surviving from a Nova or any bomb than a million turrets at 600.

 

If you are not paying attention and lose base, it's your own fault. Lancing is about positioning, no way around it. With or without ripper.

Posted
Yeah, I'll probably change turret damage a tad soon. Taking down a turret is exactly what should be their drawback: yes, when it's up Ripper will rip (heh) through rushers. When it's down, however, you're sigless.
Posted (edited)

Hahaha. You're hilarious. Yes, I copy-pasted your recharge code because it's impossible to figure out that recharge consists of adding a certain variable's value to another variable's value every (couple) tick(s).

 

Now I understand why Dr Brain deletes your posts so often.

 

Edit: Have a look at hyperspace_modules, specifically hs_util_energy or hs_chargeables, and note that the former was put on the repository before you made your framework public. Also note that it has a value that "recharges".

Edited by spidernl

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