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 PostPosted: 26 May, 2007 
 

Joined: 15 Feb, 2007
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Location: Germany
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I tried to balance the fighters for my mod and while i made tons of tests and value changes, i found the reason for the actual situation.
The bug is that the projectiles do in 90% of their hits no damage. I gave the projectiles a very high velocity and a long life time, so the projectile should fly behind the target if it misses or it should damage the target because it hits the unit.
But now i discovered that even if the shot hits the target (the projectile dissapears), the unit doesnt get any damage.
I dont know how to fix this but i m working on this. Any tips are welcome.
I also tried to increase the geminis hit box, but no effect, so the problem must be on the wasps side.

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 PostPosted: 26 May, 2007 
 

Joined: 22 Apr, 2007
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It's due to the splash damage.


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 PostPosted: 26 May, 2007 
 

Joined: 22 Feb, 2007
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and it doesn't help that one of their guns has a slow projectile AND much shorter projectile lifespan than the other gun, so it won't reach the target unless the wasp fires at very close range.


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 PostPosted: 26 May, 2007 
 

Joined: 15 Feb, 2007
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i sure fixed the second gun so that both are equal.
I also gave the wasp a damage radius of 0 and tested with this (the actual radius of 1 is more than enough).

But it seems that i found something that works. My actal wasp values i changed are:

Quote:
DamageRadius = 0.0,
BeamCollisionDelay = 0.01,
MaxRadius = 30,
RateOfFire = 3,
Damage = 13,
MuzzleVelocity = 85,
ProjectileLifetime = 1.6,


and now they do damage if they hit :) *happy is*

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 PostPosted: 26 May, 2007 
 
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Joined: 18 Feb, 2007
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So the only T3 fighter that isn't borked in some manner is the Aeon one? No wonder it slaughters the competition.

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 PostPosted: 26 May, 2007 
 

Joined: 22 Feb, 2007
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Hnefi wrote:
So the only T3 fighter that isn't borked in some manner is the Aeon one? No wonder it slaughters the competition.


and as if that wasn't enough, they also have the conservator with its almighty fast-projectile right-hand gun. and the attack boat, which already had better dps than UEF/Cybran frigates, but now has over 4 times their AA power because the frigate AA was nerfed heavily and the boat wasn't changed at all.


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 PostPosted: 26 May, 2007 
 
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Joined: 24 Feb, 2007
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Location: Ukraine
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So yeah, really. Best players tested the balance. And all best players play Aeon... What else did you expect ?

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 PostPosted: 26 May, 2007 
 

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Arklon wrote:
It's due to the splash damage.

Huh? Wasn't splash damage to other projectiles fixed in the patch?


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 PostPosted: 26 May, 2007 
 

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Aeon T3 fighters can't hit T1 scout planes, and many of their shots don't affect interceptors.

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 PostPosted: 26 May, 2007 
 

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AngryZealot wrote:
Aeon T3 fighters can't hit T1 scout planes, and many of their shots don't affect interceptors.


they're still better against interceptors than wasp/gemini - coronas were the only T3 fighter that was able to win with 5 against 50 conservators.


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 PostPosted: 26 May, 2007 
 
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Joined: 09 Mar, 2007
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I fixed it in the Gemini thread. Damage radius is breaking their shots. Remove it.


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 PostPosted: 26 May, 2007 
 
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Gnavpot wrote:
Arklon wrote:
It's due to the splash damage.

Huh? Wasn't splash damage to other projectiles fixed in the patch?


That's not why. All ASFs once had a Damage Radius of 1. Now, only the Wasp does. 1 is MUCH too small to hit a fast moving target, because of the way DR works. If the target is moving quickly enough, they can actually dodge the damage radius and take 0 damage.

In my tests I noticed that high RoF was not helping them, so I turned up the RoF to 10 and damage per shot to 200 just to see if I wasn't just seeing things. Lo and behold, hundreds of shots that should have blown stuff out of the sky in ONE hit was not doing any damage unless the fighter was moving slowly. Four of them took out a Soul Ripper in 15 seconds, though!

Hrimfaxi then suggested the fighters might be moving so fast that they were dodging the Damage Radius before it could hit them, and I removed the damage radius and made the wasp exactly the same as it is in Ranked in all other ways. It worked perfectly in small tests, despite still having one semi-useless gun, but still got beat in 55 vs 55s (against Coronas) easily.

I then increased the damage radius to 2, no other changed stats, and holy sweet mother of Jesus it was too powerful. 55 ASF kills with 4 losses. 1.5 was not enough, stuff was dodging it again, though less often, and 1.65 was too much again.

So, be best to remove the damage radius, fix its second gun, then retune the Gemini so that it can compete once again.


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 PostPosted: 26 May, 2007 
 
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Grizzlor wrote:
Hnefi wrote:
So the only T3 fighter that isn't borked in some manner is the Aeon one? No wonder it slaughters the competition.


and as if that wasn't enough, they also have the conservator with its almighty fast-projectile right-hand gun. and the attack boat, which already had better dps than UEF/Cybran frigates, but now has over 4 times their AA power because the frigate AA was nerfed heavily and the boat wasn't changed at all.


considering aeon frigates have no AA... its more than fair since aeon have to build subs AND scout boats for controling the sea THEN add in frigates and destroyers to actaully do any real bombardment. not to mention the boat has NO weapons for boat or sub fights... given it costs HALF the mass of a frigate... it better be able to kill air. aeon frigates also have the lowest hp of all the frigates but cost the moss mass.


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 PostPosted: 26 May, 2007 
 
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xenapan wrote:
Grizzlor wrote:
Hnefi wrote:
So the only T3 fighter that isn't borked in some manner is the Aeon one? No wonder it slaughters the competition.


and as if that wasn't enough, they also have the conservator with its almighty fast-projectile right-hand gun. and the attack boat, which already had better dps than UEF/Cybran frigates, but now has over 4 times their AA power because the frigate AA was nerfed heavily and the boat wasn't changed at all.


considering aeon frigates have no AA... its more than fair since aeon have to build subs AND scout boats for controling the sea THEN add in frigates and destroyers to actaully do any real bombardment. not to mention the boat has NO weapons for boat or sub fights... given it costs HALF the mass of a frigate... it better be able to kill air. aeon frigates also have the lowest hp of all the frigates but cost the moss mass.


Considering the other frigates' AA sucks so much it might as well not be there, and Auroras can still hover at faster speeds than any of the T1 tanks/Mantis, I don't see a problem with that.


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 PostPosted: 26 May, 2007 
 

Joined: 16 Mar, 2007
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Vid-szhite wrote:
best to remove the damage radius, fix its second gun, then retune the Gemini so that it can compete once again.


I hope GPG reads this and fixes this in the next patch.


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 PostPosted: 26 May, 2007 
 
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xenapan wrote:
considering aeon frigates have no AA...


Considering the Shard has the same hitpoints as a frigate, costs half as much and has four and a half times more DPS than the other factions' frigates...Um, no. Getting nine times more AA DPS for the same mass is hardly a weakness.

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 PostPosted: 27 May, 2007 
 

Joined: 22 Feb, 2007
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xenapan wrote:
considering aeon frigates have no AA... its more than fair since aeon have to build subs AND scout boats for controling the sea THEN add in frigates and destroyers to actaully do any real bombardment. not to mention the boat has NO weapons for boat or sub fights... given it costs HALF the mass of a frigate... it better be able to kill air. aeon frigates also have the lowest hp of all the frigates but cost the moss mass.


why would Aeon need frigates when they have aurora spam? UEF/Cybran frigates were only good for AA duty and anti-aurora unless you were playing Paradise or Four Corners where the frigates would actually have targets on the shore.

frigates were the only way to get a reasonable amount of anti-torp-bomber AA coverage in a T1/T2 fleet since destroyers have pathetic AA and cruiser missiles are too slow to get them before they drop.


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 PostPosted: 27 May, 2007 
 
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Let's also forget to mention that the Aeon frigate has anti-torps.


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 PostPosted: 27 May, 2007 
 

Joined: 22 Feb, 2007
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Vid-szhite wrote:
Let's also forget to mention that the Aeon frigate has anti-torps.


I don't consider those a balancing factor since they don't really do anything.

the old Aeon frigate anti-torp with the crazy fast ROF would only protect one frigate from one sub. with larger groups, even if there were more frigates than subs, the anti-torp targeting was (and probably still is) broken, with the first incoming torpedo being targeted by all the anti-torps.


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