just what is the pop gun designed for, besides knocking out snipers at the end of a strat? Could it be a tad more powerful?
I realize things could get out of hand:
damageBallistic = 1e10000
Pop gun is pretty useful already.
Its damage does seem low, but I think that was to balance its omnidirectional fire-and-forget "death from above" targeting. I think it would be safer to reduce its extraordinarily high ammo cost a bit than increase its damage.
it's a little more useful in RO. Besides those idiotic light tanks, the only thing that could see you cloaked was the pop gun, and the ai didn't use it. :evil:
ammo usage a tad lower would be nice...
Lets not change the balance in the stock game please. Someone can always mod that later but i don't think all will agree on it.
damageBallistic = 1e10000
What does that flag do?
EDIT: wait never mind, its BZ1
*slaps you*
:lol:
8-)
Chase down a wolverine that is dropping mines and firing a popgun, you'll see how useful popguns can be. Sure it's not a lot of power, but like Ken said, it's fire and forget so it works quite well when retreating (as do mines).
Eddy
Quote from: Josiah on December 16, 2009, 12:10:54 PM
Just what is the pop gun designed for, besides knocking out snipers at the end of a strat?
Someone once said it was the weapon of choice for flying targets... (pssst... FURIES... :) )
-Av-
Dual SP-Stabber does a fine job, too. :-D
If you feel like abusing the terrible collision detection, any weapon is effective against furies.
My only gripe around Pop Guns is I often have a hard time scoring hits with them. I've often found then being easy to dodge, would there be a way to give them a slight semi-homing property or is that a bit much?
eh, I think dx is right, in that the stock weapon shouldn't be changed. Maybe like someone said, make it be able to target a little better, maybe like a less powerful hornet? who knows...
It comes down to the purpose of the popgun. It's clearly not a primary offensive weapon, you can use it in conjunction with other offensive weapons but you can also use it for defensive purposes (like those pesky snipers above your base). Like I said, dropping mines and shooting off popguns while retreating can be pretty effective. If the pursuer stops to avoid the popguns, then you've accomplished your objective.
I would be hesitant to increase the power of the popgun, it's already hard enough to chase down BFT without mini-hornets smacking me in the face :)
Eddy
Was the hornet always so powerful? It takes out a Flanker in one shot.
Hornet does 900 damage. Always has.
Duel Hornets are mean :evil:
Pops are like any other weapon in BZ/E, if you work with them enough they will reveal effectiveness you might have otherwise overlooked.
In BZE's Horus, for example, you can point the ship's nose down at a 45 degree angle at a ship in triggering range, and basically have it fire straight at the tank, somewhat like a very fast shadower.
Quote from: General BlackDragon on December 17, 2009, 11:54:26 AM
Hornet does 900 damage. Always has.
Duel Hornets are mean :evil:
I'm a fan of the wolverine with dual hornets. It's definitely not a dogfighting tank but you can wreak havoc in MP with one. The BZE rocket tank with dual hellfires is my favorite hands down. You can out run them if you are quick to respond but any hesitation will get you killed.
Check out this - http://www.bz911.com/bze6.wmv At about 2/3 through the video, I'm in a rocket tank with dual hellfires. You can see the range and effectiveness in a strat game.
Eddy
Yea, the BZE Rocket Tank with dual Hellfires is definitely up there with the most dangerous ships. Probably in the top 3 tanks in BZE, if you exclude the BoPs.
But as a stock tank I'd still put it in the 70% percentile.
I would agree with that. The map effects the effectiveness of different tanks and weapons. On wide open maps where line of sight weapons reign, the rocket tank doesn't fair as well. On textured terrains where the tracking abilities of the missiles is more useful, the rocket tank does better.
That reminds me, is there any way to tone down the red out effect when hit by a weapon? You can see in the videos how weapons that fire continuously like the lasers will blind you completely.
This is from a single SP hit
(http://www.bz911.com/redout.jpg)
Quote from: eddywright on December 17, 2009, 08:37:44 PM
I would agree with that. The map effects the effectiveness of different tanks and weapons. On wide open maps where line of sight weapons reign, the rocket tank doesn't fair as well. On textured terrains where the tracking abilities of the missiles is more useful, the rocket tank does better.
That reminds me, is there any way to tone down the red out effect when hit by a weapon? You can see in the videos how weapons that fire continuously like the lasers will blind you completely.
This is from a single SP hit
(http://www.bz911.com/redout.jpg)
That's the EDD spreading damage across the cockpit ;)
I thought everyone knew how to prevent that red screen by now.
Quote from: Blunt Force Trauma on December 18, 2009, 05:34:26 PM
I thought everyone knew how to prevent that red screen by now.
And lose radar?
Quote from: Blunt Force Trauma on December 18, 2009, 05:34:26 PM
I thought everyone knew how to prevent that red screen by now.
for the bolts: segmentRadius = 0.01
Quote from: Blunt Force Trauma on December 18, 2009, 05:34:26 PM
I thought everyone knew how to prevent that red screen by now.
Enlighten me :)
Um... don't get hit... :roll: :evil: :lol:
-Av-
I tried that, it was way too boring...