Soldak Entertainment Forums

Soldak Entertainment Forums (http://www.soldak.com/forums/index.php)
-   Drox Operative BETA (http://www.soldak.com/forums/forumdisplay.php?f=30)
-   -   Item Overhaul? (http://www.soldak.com/forums/showthread.php?t=11522)

Crisses 09-30-2012 12:43 PM

Item Overhaul?
 
Chaff & flak, and all missile defense -- Escape Pods -- ?

First, does anyone use any of it and find it effective/useful/worthy? I'd love to hear from you.

I think any components that no one uses need to be looked at. So perhaps we should look at some of these items.

Are Escape Pods useful for Hardcore? They're worthless in normal mode. And that's pretty confusing as a new player, because often Escape Pods are the only light/green item that you find near the beginning of the game -- so you equip it. What a waste.

Missile defense:

I just tried chaff -- it draws fire but it does NOT draw the attention of the monsters. If it was useful as a distraction and the monsters spent their time homing in on the chaff it would be a momentary distraction during a race-for-your-life. It could work during planet attacks or defense -- drawing fire from race ships. THAT is something I could see using it for -- it's one of the few times you're in one place for long. Otherwise -- not worth an inventory slot much less being equipped. I guess they may also be helpful when you have a big fleet of ships, but due to my overheating issues I stopped trying for carrier builds...

Flak: missile defense that requires aim is not worth it. If flak were smarter, if it targeted closest missiles, or didn't require exact aim -- ok. But it requires more hand-eye coordination than the other weapons do. And is made redundant by many other more useful weapons. This leaves the Hive characters at a disadvantage, since flak is a starting race slot item. So if the items improved, yes. If the items stays as it is, it's a throwaway.

Decoys? I haven't tried them yet -- anyone?

What other items do you automatically discard or sell, without even examining the stats?

Oh, how about items that increase structure? Would you rather add armor or structure to your ship?

Crisses 09-30-2012 12:46 PM

Automatic missile defense alternative: an activation-item that targets closest missiles for 30 seconds with a 1 minute cooldown. Could have a limited # of missiles it will defend against if it's still too powerful this way.

By the way, why are they based on helm, not tactical?

Shadow 10-01-2012 01:59 PM

I'll go check it out, but does flak actually take aim? All of that stuff is supposed to be auto-target.

It's based on helm mostly because there is way too much tied to tactical already.

Crisses 10-01-2012 02:29 PM

It certainly does not SEEM to auto-aim -- this is my experience, and my partner's who tried a hive ship recently...it's actually pretty frustrating to use.

Anti-missile weapons seem more finicky than the other weapons.

LostSoul 10-01-2012 07:39 PM

Having not tried them recently (I gave up on them entirely), I can confirm that they most certainly required direct targeting the last time I tried using one. The ideal missile defense weapon (and I'd branch that out to include launched ships myself but I digress) is simply one that all you ever have to do is just press the button and it will seek out its own target and fire at it.

Perhaps the issue is that, while in combat, your primary target is interfering with their ability to target missiles independently of your focus?

Crisses 10-01-2012 08:24 PM

Quote:

Originally Posted by LostSoul (Post 42091)
Perhaps the issue is that, while in combat, your primary target is interfering with their ability to target missiles independently of your focus?

Maybe.

The way I look at it is that I'm the captain of the ship. If I say "Fire torpedos, Mr. Chekhov." then Mr. Chekhov is worrying about targeting. That's how all those ranking crew guys with large quarters on my vessel earn their light slots.... It's bad enough I can't just say "Plot a course for Pol in the Res system, Mr. Sulu, Warp Factor 6." and have him Make it So. :) So indeed, our anti-missile weapons ought to target something that makes sense.

What is a problem, however, is when you've got a carrier vessel and your fighters target race ships that you HAPPEN to be at war with when you're aiming for diplomatic or legend victories... That's a tough act to follow. Thankfully my computer overheats, so I gave up on Carrier builds. I don't like that my ship may auto-target a race rather than a monster, and I have no way of stopping it. Presumably the captain doesn't say "Mr. Chekov, fire at anyone you'd like." Not without a raised eyebrow from Mr. Spock. I'd like "Declare War" to be separate from "Weapons Target this Race" -- so you can open fire on a vessel as an act of declaring war (Muhahahah!), and just because the race &/or Drox High Command have decided you're at war, you can still choose not to hit that race's vessels/planets.

Crisses 10-02-2012 04:39 PM

Unbreakable items
 
I still don't get the "total net worth" of Unbreakable items.

Yes, they're great. In a perfect world where you can actually use them...

But if your items are breaking, your crew dies first. At higher levels, if even one of your crew dies all that wonderful "unbroken" stuff is useless anyway.

So the actual "net worth" of "unbreakable" (and by correlation increased durability items...) in all those "Command is ALL-Important" builds is pretty low.

It's nice. But it's not necessary -- and certainly not something you seek out, because you're too busy hunting down legendary crew members to be able to install anything that actually works at your level. And crew has low hit points compared to a ship. You know -- they're flesh & bones, and no matter how high their skills are they just break when the ship is getting slammed by heavy artillery -- even when the bulkhead is still sealed.

[By the same measure "Structure" increasing-items are worthless in that build. I think they'd be worth far more in the low-command builds because a smaller ship doesn't HAVE as much structure in the first place. Armor goes down, and they one-shot you (I presume...haven't gotten that high yet).]

eidolad 10-02-2012 04:58 PM

I vote to say goodbye to chaff/anti missile...in the current game build, would not consider using a precious slot on counter a single type of enemy weapon...even if it was excellent at its job.

Now a "wild weasel" or some sort of generic mimic system that drew *all* types of fire for N number of shots, or seconds duration? that might be interesting.

Speed/weapons/energy/shields/armor in whatever priority...all else is optional to me


other ideas on the item overhaul theme:

- weapon balance would be helpful:

i find the emp area effect weapon, fighter class escorts (due to the amazing stacking of up to 25 of the suckers), or mines/missiles to be the early weapons of choice.

...i'm past level 30 and see do not see the combat utility of standard beams yet coming close to area effect weapons. the beams target one enemy. lots of variety of beam weapons...but not really on par IMHO.

however i've read tales from veterans of the higher levels that talk about one-shot-ing enemies...so my anti-beam comments may only viable for levels 1-30ish.

- beams that target the closest two enemies? that might be interesting

- "weapons group swapping" to let a player set up and swap between sets of weapons/components. Then one could install the area effect weapons when fighting a mob, then when dealing with a boss...swap in that high energy dual beam setup. Perhaps tie the total number of slots in a given weapon group to the engineering talent of the captain/crew.

Crisses 10-02-2012 06:26 PM

Some of the weapons are based on actual military weapons, like flak. You'd think in the space age that tech would take them to the next level. But hey, that's me...

Correction: Flak does seem to work, but when an enemy is shooting 3 missiles at you, it's hard to tell the Flak has eliminated 1/3 of the missiles. By the time you're shooting, the missile is on your tail and you don't know whether it exploded on you or from Flak. Flak should be more like Chaff in having several "objects" but should not last until hit--just a second, so it should take out a bundle of missiles in an arc around the ship, not just one. Hard enough to time using it...

LostSoul 10-03-2012 01:47 PM

Quote:

Originally Posted by Crisses (Post 42243)
Some of the weapons are based on actual military weapons, like flak. You'd think in the space age that tech would take them to the next level. But hey, that's me...

Correction: Flak does seem to work, but when an enemy is shooting 3 missiles at you, it's hard to tell the Flak has eliminated 1/3 of the missiles. By the time you're shooting, the missile is on your tail and you don't know whether it exploded on you or from Flak. Flak should be more like Chaff in having several "objects" but should not last until hit--just a second, so it should take out a bundle of missiles in an arc around the ship, not just one. Hard enough to time using it...

Actual flak systems are used as an area of denial weaponry. They'd be the space-born equivalent of carpet-bombing an area around your ship to prevent any ordinance (or small craft) from passing through it. They're only marginally *aimed* in the traditional sense.

That's why I suggested having their functionality changed entirely. Instead of a directed, single-shot projectile weapon, have them be a toggled system that places a radial band out in the direction of the mouse cursor that defeats any missiles that attempts to pass through it. While active it consumes a reasonable amount of power, and for full 360 degree coverage it would take *many* of them. Damage-wise it would be extremely effective against missiles, moderately effective against drones (what I call all launched craft), and mostly ineffective against other ships.


All times are GMT -4. The time now is 10:49 AM.

Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright 2007 - 2019 Soldak Entertainment, Inc.