- Joined
- Feb 21, 2015
- Messages
- 228
- Reaction score
- 145
Weapons 2.0 - :/
Clearly some hard work has gone into the new damage and hit/scan models, and I can imagine that some of this fits well with AI and NPC behaviors and actions. (or does it ...?)
There are other good things in there also …
BUT overall, the new weapons system/targeting massively degrade First Person action and make the game feel much much less dynamic:
-beams are far too ‘sticky’ and predicable
-missiles are too limited in variety
-ranges across the board make no sense + lack any depth/complexity
-loss of ‘pulse-type’ secondary feels like loss of a finger for no good reasons
-Shotgun (Can-Mis) – sigh, what exactly is the point in that then?
-And Cannons … OMG … these really, really REALLY Suck
Recoil is awful. Just awful. And Dumb. Dumb and Awful. Both of those.
Recoil makes no sense whatsoever. Cannons have gimbals, inertia counter-measures, ect. Broadsides from ships do not flip them sideways in the water. Tanks don’t go sliding backwards down the road. Helicopter gunships don’t start spinning when they fire guns and missiles.
and How will this play with many cannon turrets firing, and in a server? Feels like lag fest to me …:/
Beyond the basic quirky/fun concept, the implementation with ‘random Player shot-variance’ is just Awful. And Dumb. Dumb and Awful. Both of those.
For example; Not being able to target blocks a few hundred meters away CONSISTENTLY with a “sniper/artillery gun” is Laughably Crap. Sorry, but there it is.
The damage models themselves are all kinds of daft and illogical between weapons But worse is how boring and repetitive the damage to blocks is. Now nearly everything makes little ‘splat-holes’. Deep, piercing needle-like damage is rare/non-existent. No more razor-like slashes and cuts. No longer can a ship be turned into a sieve with shrapnel...
Just $~*@:”# Splat-Holes !!!
Summary: looks like useful work for NPC and AI targeting and some damage calculation models. BUT (sadly) Absolutely SUCKS as a PLAYER EXPERIENCE, and therefore (for me) currently a HUGE FAIL
edit : I also agree with many comments made below related to 'design-dumb-down' and loss of options >
not just PVP/E, but also PvAsteroid is also boring> with dumbing down of mining (why?) being a good example of what has happened to weapons....
there are also many other various issues I cant even be bothered to note down here >
DEVS ; please re-focus on some old core game issues > and it would be really, really useful to have some insight into how power/weapons 2.0 will/are HELPING with the longstanding AI/Fleet/Sector ect problems
[reviewing grumpy opinions]
(edit
Clearly some hard work has gone into the new damage and hit/scan models, and I can imagine that some of this fits well with AI and NPC behaviors and actions. (or does it ...?)
There are other good things in there also …
BUT overall, the new weapons system/targeting massively degrade First Person action and make the game feel much much less dynamic:
-beams are far too ‘sticky’ and predicable
-missiles are too limited in variety
-ranges across the board make no sense + lack any depth/complexity
-loss of ‘pulse-type’ secondary feels like loss of a finger for no good reasons
-Shotgun (Can-Mis) – sigh, what exactly is the point in that then?
-And Cannons … OMG … these really, really REALLY Suck
Recoil is awful. Just awful. And Dumb. Dumb and Awful. Both of those.
Recoil makes no sense whatsoever. Cannons have gimbals, inertia counter-measures, ect. Broadsides from ships do not flip them sideways in the water. Tanks don’t go sliding backwards down the road. Helicopter gunships don’t start spinning when they fire guns and missiles.
and How will this play with many cannon turrets firing, and in a server? Feels like lag fest to me …:/
Beyond the basic quirky/fun concept, the implementation with ‘random Player shot-variance’ is just Awful. And Dumb. Dumb and Awful. Both of those.
For example; Not being able to target blocks a few hundred meters away CONSISTENTLY with a “sniper/artillery gun” is Laughably Crap. Sorry, but there it is.
The damage models themselves are all kinds of daft and illogical between weapons But worse is how boring and repetitive the damage to blocks is. Now nearly everything makes little ‘splat-holes’. Deep, piercing needle-like damage is rare/non-existent. No more razor-like slashes and cuts. No longer can a ship be turned into a sieve with shrapnel...
Just $~*@:”# Splat-Holes !!!
Summary: looks like useful work for NPC and AI targeting and some damage calculation models. BUT (sadly) Absolutely SUCKS as a PLAYER EXPERIENCE, and therefore (for me) currently a HUGE FAIL
edit : I also agree with many comments made below related to 'design-dumb-down' and loss of options >
not just PVP/E, but also PvAsteroid is also boring> with dumbing down of mining (why?) being a good example of what has happened to weapons....
there are also many other various issues I cant even be bothered to note down here >
DEVS ; please re-focus on some old core game issues > and it would be really, really useful to have some insight into how power/weapons 2.0 will/are HELPING with the longstanding AI/Fleet/Sector ect problems
[reviewing grumpy opinions]
(edit
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