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Post Re: Issues with torpedoes
To be perfectly honest, I feel that something along the lines of my suggestion would be simpler to put in. Kyp's talking about rebalancing every single torpedo in game, and Sniper class too. The important thing is that the current mechanic is flawed. If the devs think that the rebalance-type option is better and are ready to do the thing right, then I support it.

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Wed Oct 19, 2011 6:02 pm
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Post Re: Issues with torpedoes
Torpedoes shouldn't sit still while arming at all imo. It should fly in a way similar to very heavy missiles:
    low starting speed
    gains speed semi slowly - like magcannons
    capable of reaching high speed- 500-600
    maneuverability drops proportionally to rising speed

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Thu Oct 20, 2011 7:41 am
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Post Re: Issues with torpedoes
syberian wrote:
Torpedoes shouldn't sit still while arming at all imo. It should fly in a way similar to very heavy missiles:
    low starting speed
    gains speed semi slowly - like magcannons
    capable of reaching high speed- 500-600
    maneuverability drops proportionally to rising speed


You have just described a SS magcannon.

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Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Thu Oct 20, 2011 11:01 am
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Post Re: Issues with torpedoes
anilv wrote:
syberian wrote:
Torpedoes shouldn't sit still while arming at all imo. It should fly in a way similar to very heavy missiles:
    low starting speed
    gains speed semi slowly - like magcannons
    capable of reaching high speed- 500-600
    maneuverability drops proportionally to rising speed


You have just described a SS magcannon.

Pretty much yes, except that torpedoes would fly straight for certain arming distance, they would be much speedier and they wouldn't track so well on max speed - Im thinking about 90 degrees turn over 1k distance in a sniper case (long range, speedier bullets)

You know what would be pretty nice and unique?
Autotargeting - pretty same what fighters have except for bullets
When the target is lost, killed or you hadn't targeted anything at all, torpedoes would chose their targets themselves ;D

For example, u shot ZHTs at a group of 10 poor little zebucarts. 5 ZHTs fly towards targetted zebucart, 1st torpedo kills it and other 4 aquire new targets among remaining zebucarts ^^

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Thu Oct 20, 2011 1:02 pm
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Post Re: Issues with torpedoes
syberian wrote:
anilv wrote:
You know what would be pretty nice and unique?
Autotargeting - pretty same what fighters have except for bullets
When the target is lost, killed or you hadn't targeted anything at all, torpedoes would chose their targets themselves ;D

For example, u shot ZHTs at a group of 10 poor little zebucarts. 5 ZHTs fly towards targetted zebucart, 1st torpedo kills it and other 4 aquire new targets among remaining zebucarts ^^

well?

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Wed Nov 02, 2011 9:33 am
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Post Re: Issues with torpedoes
syberian wrote:
syberian wrote:
anilv wrote:
You know what would be pretty nice and unique?
Autotargeting - pretty same what fighters have except for bullets
When the target is lost, killed or you hadn't targeted anything at all, torpedoes would chose their targets themselves ;D

For example, u shot ZHTs at a group of 10 poor little zebucarts. 5 ZHTs fly towards targetted zebucart, 1st torpedo kills it and other 4 aquire new targets among remaining zebucarts ^^

well?


Sounds cool, but it would have to only target AI that are currently hostile towards you (obviously).

This does kind of dumb down the skill level for any class, a SD could just fly circles with a mag and "spray bullets all over like I make it rain etc etc bad joke here".

I do like the idea of turning a switch on a weapon that shoots lots of burst shots (long CD) that have an auto targeting feature of sorts.

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