Anyone who runs on a server knows that when someone decides to take a ship or five with 50 armed slots and fill them with low overheat high fire rate long range seeker missiles, the sector and the server make like a [insert proper metaphor to your taste] and choke.
I suggest a major rework to seekers in general.
Cannot overheat
Very low firing rate by comparison, capped at .25/sec
Very high damage rate, minimum x4 current stats
Fast projectiles (50% velocity of cannon/mortar)
Always seeking, never not
Lower chance to hit (capped at 85%)---always a chance to miss
High range = lower yield warhead
Makes for a good standoff weapon, bad for tactical kill-guarantee
Lower range = higher yield warhead
Dangerous as hell, particularly in the hands of pirates, xsotan, hostile factions
Can be shot down by point defense (flak) by random chance, but not by PD Cannons or lasers
Seeker shot has a benefit--they never miss. But they never miss by firing dozens or hundreds of "ship" entities across the map. Reduce the number of entities, make it possible to set up a flak shield to possibly defeat them when AI get them, make getting hit by them dangerous, but lower their maneuverability to allow players to dodge.
Suggestion
AvorionCraft
Anyone who runs on a server knows that when someone decides to take a ship or five with 50 armed slots and fill them with low overheat high fire rate long range seeker missiles, the sector and the server make like a [insert proper metaphor to your taste] and choke.
I suggest a major rework to seekers in general.
Seeker shot has a benefit--they never miss. But they never miss by firing dozens or hundreds of "ship" entities across the map. Reduce the number of entities, make it possible to set up a flak shield to possibly defeat them when AI get them, make getting hit by them dangerous, but lower their maneuverability to allow players to dodge.
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