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Hamma
2014-01-08, 10:46 PM
From Kevmo a short time ago:

This post is an update on where we stand with the ESF update, which we are targeting for release this month.

What’s already complete?
Based on the original ESF update forum post, here is what is already complete and on live:

We completed a tuning pass on default and rotary nose cannons.

We implemented the new lock-on mechanic that adjusts the lock-on speed based on the distance of the shooter to the target.

We added the lock-on indicator for third person view and we made missiles appear more accurate on remote clients.

We adjusted experience so that players are awarded with kills and assists for players that suicide or log out.

We adjusted stealth so that each rank lowers the mini-map detect range and fixed the issue with it not always granting the lock-on increase. (This was fixed a few updates ago but we forgot to call it out in patch notes).

We adjusted fire suppression certifications so they also provide a small repair over time.

What’s Left?
Based on the original ESF update forum post, here is what is still in the works. Some things are going as planned and other things are being adjusted.

Creating Better Air-to-Air Gameplay
The overall goal of the remainder of the ESF update is to create a better overall air-to-air gameplay experience, starting with the ESF. This ranges from feedback improvements, changes to help new players get into the air, and creating clearer and better roles for the ESF.

For example, the engagement radar and feedback changes should help new players get used to how the air game works, and give them a better chance to stick with it. More new blood in the air game will do good to help keep it fresh and engaging.


The changes to fuel tanks and the new weapons are all intended to add better and clearer choices for ESFs. The fuel tank adjustments should make the role of a highly maneuverable interceptor more distinct. There are now missiles good for long range engagements and the new coyote missiles good for close range dog fights. Liberators and Galaxies will follow suit in later updates.

External Fuel Tank Certifications
This is still coming, but instead of increasing top speed, they will increase regeneration rate and capacity of the fuel tanks.

In addition, we are making some modifications to stock afterburners to coincide with the new fuel tank certification line:

1 - Stock regeneration rate is being lowered by about 15% it will take about 2 seconds longer to regenerate from 0 to full. The first (stock) rank of external fuel tanks negates this.
2 - Engaging afterburners while in hover mode will have a higher initial fuel cost compared to engaging them while in flight mode. This additional cost only occurs once; when the afterburner key is pressed. The amount is ½ second worth of fuel.

The combination of these changes is intended to make the fuel pods a more powerful choice and to make how you spend your afterburner fuel more important.

Feedback Improvements
Some of our feedback changes we wanted for the ESF update are already live. But we didn’t get to all the ones we wanted to do.

Displaying missiles that are tracking you on the mini-map is still coming. There will be a small red dot on the map for each missile currently locked on to you. This gives pilots information on which direction the missile is coming from, how far away it is, etc.

We are also still working on displaying more detailed information about what is locking-on to you. Such as displaying what type of rocket it is or how many hostiles are attempting to lock-on to you. We are still finalizing what specific information we want to display here.

Locust Cannons
We've felt the design for this weapon made more sense as a nose cannon and have made a few changes to convert it. It will essentially be a nose cannon variant with a larger magazine size, but does less damage. It will no longer have a spin up time and it will be different for each faction.

Although less damaging than other nose cannons, we think having less reloads will provide a bigger opportunity to land hits.

Coyote Missiles
These are still going to be a low damage, close range missile weapon, but we’re working on a different lock-on style for these. Instead of a lock-on, they will be heat-seeking, and will lock-on to targets if they fly close enough to them.

We intend these to be a short range supplement to nose cannons. They should be useful in situations where a nose cannon shot is not practical.

Mass Drivers
We have some technical and balance concerns with this weapon so we’re putting these on hold and are no longer considered part of “The ESF Update”.

Guided Missiles
Instead of Mass Drivers, we’re implementing guided missiles. These missiles work like the current A2A missiles but are not fire and forget. They require the pilot to keep their target in the crosshairs until the missile hits. They are also capable of locking on to ground targets.

These have a higher potential damage output than rocket pods against vehicles, but have several more downsides: They can’t be used against infantry; they are countered by both flares and stealth, they can’t be fired instantly because they require a lock, and because they aren't fire and forget, they require the pilot to remain engaged with their target.

Other Stuff
Stuff that was not mentioned in the previous post.

Engagement Radar
This is a new certification line coming for either the Utility or Defense slot for ESFs. This radar will cause a certain amount of enemy aircraft to receive HUD indicators, and those indicators will clamp to the edge of the screen, granting more situational awareness and making it easier to track a target once it goes off screen.

The main intention with this certification is to help newer pilots get their bearings in the sky. Therefore the certification cost for this will be low.

We are also considering that targets with Stealth equipped do not display on engagement radars.

A2A Missiles

Changes to A2A missiles for PU002 were not intentional and being addressed. After the fixes, they should be as dodge-able as other lock-on rockets.

Edit: Added Creating Better Air-to-Air Gameplay near the top. To describe an overall goal for the combination of all the changes.

camycamera
2014-01-08, 11:46 PM
sweet! where was this posted?

edit: nvm, wasn't expecting to find it on the official forums lol

MGP
2014-01-09, 01:33 AM
More lock-ons! Yay!

HereticusXZ
2014-01-09, 02:06 AM
So A2A missiles are meant to be dodgeable with that one mechanic? That guided missile demands the target stay in the cross hair.... and the others effectiveness depends on targets range....

So what I get from all this is the Nose Gun is still better and reverse maneuver will depend entirely on certing into extended after burner fuel tanks? Kinda cool there more clearly defining A2A and A2G ESF roles

phungus
2014-01-09, 03:18 AM
Good information. Maybe there is light at the end of the tunnel.

JesNC
2014-01-09, 06:12 AM
Sad to see the Mass Drivers go, was the only new weapon I was interested in :( Guided Missiles seem interesting though, depending on their range.


I'm really glad to see them pushing ESFs in more clearly defined and at the same time more varied roles.


About lock-ons and dodgeability: We'll see...

JackD
2014-01-09, 06:26 AM
Sad to see the Mass Drivers go, was the only new weapon I was interested in :( Guided Missiles seem interesting though, depending on their range.


Iam not sure about that, i was looking forward to them too, since i imagine that they are great in combinaton with the Airhammer but the ability to snipe aircraft could possibliy break the airgame.

Wargrim
2014-01-09, 09:35 AM
I was looking forward to the ( Locust Cannons? ) dual Gatlings as a CAS / Tank Busting alternative to the rocket pods. A10 Warthog Gau Avenger style strafing runs - yes please! The current rocket pods are ( imho ) better at farming infantry than at taking out vehicles, so i was hoping for a weapon that would be better at AV and much worse at AI.

Seems like Guided Missiles will take that role now. Tank Busting, not CAS Depending on the implementation, this could be cool, and something i would trade in my pods for.

However i see a lot of ballancing conflict potential there. It will compete with rocket pods, it may compete against Dalton Liberators. And we all know how much Tankers love to be shot at by ranged missiles...

If it can lock BOTH on Air and Ground vehicles, i see even more conflict potential. Generally, i think dual use lock ons have always turned out to be a rather bad idea in this game. Both the Anihilator and the Striker were incredibly OP when they had an efficiency level against Air / Ground Vehicles compareable to the specialized launchers, combined with their flexibility and especially when used in great numbers. Anihilator / Striker Spam was able to completely deny an area to both Air and Ground Vehicles at the same time. When the Nerfs brought them down, they retained their flexibility, but compared to specialized launchers in the AA / AV role they are now profoundly *meh*.

And i think any dual use ESF Lockon Weapon, like the Guided Missiles, will end up in the same *meh* - spot after ballancing it. A dual use weapon that is as good as specialized weapons will always be OP.

I would really prefere it if the ESF Lockon Missiles were clearly separated between AA and AV ones.

I would really want the Guided Missiles to be like the Laser Guided tank busting missiles on modern day Attack Helicopters, and strictly anti ground vehicles only.

Low Ammo Capacity, high Damage, low ROF specialized weapons.

_________________________________

Like for example:

4 Missiles are one load under the wings, can be fired without a reload, but require to get a new lock and hold it each time. After the 4th missile is gone, you need to reload. Stock Ammo Reserve is 4.
100 certs for 2 more, 250 certs for 4 more, 500 certs for 6 more, 1000 certs for 8 more.

At maxed out ammo capacity, you would have 4 + 12 reserve = 16 missiles.

Directional damage on tanks. 2 rear hits to kill an MBT. 3 from the top without top armour. 4 from the top with top armour. 5+ to kill a Sundie that does not recieve repairs.

3 Cert lines for the lock on function:
- faster lock on
- more range for the lock on
- more tolerance for interruptions, meaning the time that the target needs to be hidden to lose the lock increases

_________________________________

A lot will depend on many small details for how good or bad guides missiles will be. Range? Damage? How easy will it be to lock onto someone?

I am very curious how it will play out, and i highly doubt it will work right from the start, i see a lot of ballancing to be done there.

I really hope they will go for the pure anti ground vehicle role in the end and not mingle things up again and just make everything more complicated.

Ghoest9
2014-01-09, 10:21 AM
I like the idea of essentially replacing existing missiles with a more desirable option - that is worthless against infantry.

KesTro
2014-01-09, 11:00 AM
A lot of good stuff here should create a lot more interesting loadouts instead of the singular load out we have now that rules all.

camycamera
2014-01-09, 06:19 PM
Sad to see the Mass Drivers go, was the only new weapon I was interested in :( Guided Missiles seem interesting though, depending on their range.


I'm really glad to see them pushing ESFs in more clearly defined and at the same time more varied roles.


About lock-ons and dodgeability: We'll see...

what were the mass drivers going to do again?


let us have mass driver accelerators and let us go through mass relays? ;)

Obstruction
2014-01-09, 06:53 PM
the best part of this is that they're lowering the skill floor even more by putting in lock ons that you don't even have to lock on with. just get close and spam!

post script edit:

We intend these to be a short range supplement to nose cannons. They should be useful in situations where a nose cannon shot is not practical.

wanted to add that those of us who fly already know that the situation he's talking about is when you suck at the game.

just saying.