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2012-06-05, 11:28 PM | [Ignore Me] #1 | ||
First Lieutenant
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In the stream it looked as if Flak explosions were doing very little to the aircraft and people seemed unfazed by rockets going off right next to them, was AoE damage fixed and my eyes just terrible. It all happened so quickly in the stream I couldn't really go back and check.
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2012-06-05, 11:30 PM | [Ignore Me] #2 | |||
First Sergeant
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2012-06-05, 11:36 PM | [Ignore Me] #5 | |||
First Lieutenant
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Why shouldn't rockets have splash, splash =/= instakill, why shouldn't splash effect the things rockets are strong against. Your kneejerk reaction was just so hilariously over the top that I had to clarify. My question relating to flak was simply because I saw the Lib get enveloped in flak but it's health meter didn't seem to go down, at some points the mosquitos hovered in flak explosions for quite a while and didn't go down even to sustained fire. I was just wondering if that was because the ones that did go down were taking more damage or if it was because AoE was still jiggered and direct hits got the others, that's all. |
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2012-06-05, 11:42 PM | [Ignore Me] #6 | |||
First Sergeant
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2012-06-05, 11:49 PM | [Ignore Me] #7 | ||
Master Sergeant
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To address the OP, I think flak was definitely better off in this build than previous. I thought the detonations looked pretty good, you could definitely tell they were hitting something, so they fixed proximity detection. I think the radii are largely fine, but damage could be another matter. It looked like it was most effective against fighters, but even then it would take like 5-10 seconds to bring one down. I think that's tolerable for that level of craft, but it may not be ideal against larger craft. I think we need to see other forms of AA in action, definitively, before we really judge this. I'd be fine with Maxes making up light AA if other forms pick up the pace. I think liberators should take no longer than 20-30 seconds of continuous fire from one max. Galaxies should probably take more to really encourage flying with them. Maybe a minute. Really would be nice to have hard numbers though...
As for rockets... again, it's complicated. Really wishing I could refer back to the stream, but I'd rather see rockets start weak and get tuned up rather than the other way around. From what I could see, splash damage looks fine. Tank rounds seemed to really be effective, and flak seemed to be exploding reasonably enough. I think it's more a matter of number tuning rather than mechanics fixing, but again, working with a slim body of evidence here. Another thing, the actual physical explosion is a poor way to judge the actual effects. It's just an animation or sprite put in place, and it doesn't actually represent the mechanics at work. Maybe it represents an artists interpretation that developers try to follow, but ultimately it comes down to how the mechanics are coded. Last edited by Haro; 2012-06-05 at 11:55 PM. |
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2012-06-05, 11:44 PM | [Ignore Me] #8 | ||
Sergeant
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I felt like visible explosion radii were exaggerated compared to actual explosion radii, really.
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All the world that's owned by idle drones is ours and ours alone. We have laid the wide foundations; built it skyward stone by stone. It is ours, not to slave in, but to master and to own. While the union makes us strong. |
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