Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: EndarkenD on June 20, 2004, 11:39:33 PM

Title: pilots and there effectivness??
Post by: EndarkenD on June 20, 2004, 11:39:33 PM
As a pilot with the standard gun you chicken feed. 1 bullet from a scout and your history and you cant fight back unless you have a sniper rifel. point being is that shouldne you be able to dammage things with the punny plasma rifel. maybee it should do 3 times the dammage to a scout or enemy vessal depending on the armour.

why give a pilot a gun that barly scratches anything. if your able to empty a round of ammo into a scout it should really go boom? just my 2 cents.
Title: pilots and there effectivness??
Post by: Tempest Storm on June 20, 2004, 11:51:11 PM
Well, what happens in real life if you shoot at a tank with an assault rifle or some other time of small arms weapon? Pilot's Rifles are effective against other pilots, simple as that. If you want to do damage to stuff as a pilot, then get yourself a Bazooka from the Armory.
Title: pilots and there effectivness??
Post by: Red Devil on June 21, 2004, 02:25:41 AM
I've finished off bunches of units while floating down on them.  They gotta be in low red of course though.
Title: pilots and there effectivness??
Post by: Commando on June 21, 2004, 04:04:43 AM
I usually snipe units when I'm close to the ground, especially when I know where the sniping spot is on the ship.  I am fairly effective at sniping scouts and tanks without the scope.
Title: pilots and there effectivness??
Post by: PhoeniX-FlamE on June 21, 2004, 10:50:17 AM
sniper is one of the most useful weapons ingame... espicely combined with a pilot on the service bay

more to add - i think bazoka is 2 weak on scouts / tanks
Title: pilots and there effectivness??
Post by: Jwk the Hemp Monkey on June 21, 2004, 11:03:30 AM
This will be addressed in FE, assuming the Hadean Weapons will work with the new code.

What are the details of the new abilties to modify piolet weapons?
Title: pilots and there effectivness??
Post by: Tempest Storm on June 21, 2004, 03:06:52 PM
There are none, thats because there were never pilot weapon restictions in the first place as far as I knew. :/

The only problems I encountered with the Hadean pilots is that the HP for where the weapon spawns on the pilot is in the wrong place, and the cockpit model of the Sniper Rifle doesn't show up. Everything else is good though.
Title: pilots and there effectivness??
Post by: Jwk the Hemp Monkey on June 21, 2004, 04:24:29 PM
Can those be corrected in 1.3 / FE rev.d?
Title: pilots and there effectivness??
Post by: EndarkenD on June 22, 2004, 09:28:04 AM
Tempest could i just remind you that not all veichels in BZ2 are tanks and all have diffrent armour, also in real life pilots can pick up a rckt launcher and kill a tank in 3 hits or so vs a tank getting hit 3 times from another tank, also there could be pilot pmp mines for tanks and i mean tanks not hover vechiels.

the plasma rifel should do dmg to scts ect but not to a titan and a walker ect.

i doubt a hover tank could be very well armourd considering the weight restrictions.
Title: pilots and there effectivness??
Post by: Jwk the Hemp Monkey on June 22, 2004, 03:27:30 PM
A mine ey...that an interesting idea...
Title: pilots and there effectivness??
Post by: Tempest Storm on June 22, 2004, 03:43:54 PM
Hemp: Of course it can...just needs some XSI editing. Don't know whats wrong with the Sniper Rifle though.

End:

"Tempest could i just remind you that not all veichels in BZ2 are tanks and all have diffrent armour"

While thats true, Most of the lightly armored crafts in the game are hovertanks, while they obviously don't have the amount of armor on say an Assault Tank, they still have armor on them.

Scouts have "N" class armor which reacts to weaponry the same way a Pilot's suit does. So IMO I think that its fair enough for simple scouts and such to be able to be killed by pulse rifles, and they can, they just need to be low on hull strength to get a kill out of it.

"also in real life pilots can pick up a rckt launcher and kill a tank in 3 hits or so vs a tank getting hit 3 times from another tank, also there could be pilot pmp mines for tanks and i mean tanks not hover vechiels."

Of course I am aware of the Rocket Launchers that exist...thats why I mentioned it in my post. :)

As mentioned, I don't have anything truely different to say. If you want to damage I tank, then you can with your rifle, but you won't see much of a difference unless they are lightly armored, if you want to take on heavy armor, grab a Bazooka from your Armory. You only need a Tech Center. ;) (Personally I think it should be Training Facility, but thats just my preference)
Title: pilots and there effectivness??
Post by: Commando on June 22, 2004, 04:03:46 PM
Quote(Personally I think it should be Training Facility, but thats just my preference)

You found that odd too, Tempest?  I'm glad I'm not the only one.
Title: pilots and there effectivness??
Post by: Jwk the Hemp Monkey on June 22, 2004, 04:18:27 PM
i agree. And the hadeans should get weapons with the belivers vat. not so sure about scions though. They do have auesom hand weapons.
Title: pilots and there effectivness??
Post by: Red Devil on June 22, 2004, 04:34:54 PM
I killed a Lancer with just my pulse about 2 weeks go.  Had to dodge those stingers like crazy for about 5 minutes, but I finally wore him down (and me out).

Also, a lot can be accomplished by just plinking a unit with which your wingman is in a df.  Often enough, you can distract an ai unit so that it retargets on you and your damaged tm can come back in to finish him off.  You keep him from polishing off your pool, your tm gets to keep his ship,  you've got more loose, and it costs the other guy time and scrap. Just for plinking.  Sometimes even just plinking is enough to polish him off.
Title: pilots and there effectivness??
Post by: FoxBlade on June 22, 2004, 07:15:47 PM
Quote from: EndarkenDthe plasma rifel should do dmg to scts ect but not to a titan and a walker ect.

thats EXACTLY how it damages.......
Title: pilots and there effectivness??
Post by: Aegeis on June 22, 2004, 08:54:46 PM
Pilots can not hurt anything that has heavy armor.  I think they damage everything else though, just like FB pointed out.
Title: pilots and there effectivness??
Post by: Jwk the Hemp Monkey on June 22, 2004, 09:07:30 PM
DarkFox saves the day again!

http://www.centralimmune.fsnet.co.uk/uscm/games/bz2/bz2stats.html
Title: pilots and there effectivness??
Post by: DarkFox on June 22, 2004, 10:28:21 PM
Indeed, pilot weapons are very powerful considering you fire them after using your ship's weapons, and considering you're such a small target. The only problem with pilots is their low ammo, and considering their high ammo regeneration, I'd say they're fine.

In strat games, a single sniper on the repair bay can completely change another team's strategy, and pilots with bazookas can easily do their share of damage. It was only a few day's ago when I destroyed a spike solely with a pilot bazooka, then went on to destroy a Xerrakis, doing massive collateral damage to their base.
Pilot weapons are fine, they don't need changing from their 1.2 values really, besides perhaps price. The FE values are good, but hadeans need their own pilot weapons.
Title: pilots and there effectivness??
Post by: Tempest Storm on June 22, 2004, 10:40:07 PM
There is...mostly. :)

In the FE PAK there is a pretty good Sniper Rifle weapon thats basicly a straightfoward sniper just like the rest of them. (It has a cool energy cloud type effect too when it hits a ship)

There is also a Bazooka the Hadean "maniacs" use in the 3-Way IA maps.

The only thing remaining is a weapon for that Laser Gun the Hadeans have. :)
Title: pilots and there effectivness??
Post by: Commando on June 22, 2004, 10:41:31 PM
I think it would be cool if the Hadean's had their own weapons.  They just don't seem complete without them, especially when you compare them to the Scions or ISDF.  I don't see them not having a Panel in their base buildings the same way though because of the units built.  They are built with special prebuilt configurations that are good for certain jobs.  Aren't their crates too, which makes up for the lack of panels too?  The only area the Hadeans are lacking in are with the pilot weapons.  Hopefully this will be address with FE 1.3, if it is started.
Title: pilots and there effectivness??
Post by: Jwk the Hemp Monkey on June 23, 2004, 03:17:39 AM
Yes, at the moment the hadeans start off with Scion Guns in strat games (?!). I think the weapons are there, its just that 1.2 bugginess didnt allow thme to be activated.
Title: pilots and there effectivness??
Post by: Tempest Storm on June 23, 2004, 04:15:08 AM
I think it was more of a case of it being scrapped so it could fit into the already long timeframe of FE's development.
Title: pilots and there effectivness??
Post by: NoK0mm3nt on June 23, 2004, 09:42:27 AM
Mines on pilots aren't really that useful. Its was in the Special Ops mod, but no-one but me used them.
Title: pilots and there effectivness??
Post by: Tempest Storm on June 23, 2004, 03:49:05 PM
You mean you got mines to work against pilots? Please share your secrets! :D
Title: pilots and there effectivness??
Post by: Fishbone on June 23, 2004, 05:46:36 PM
yes, I want the secret to use mines on pilots!

oh, and Tempest you are wrong regarding Hadean pilot weapons. Lizard did make them but because of the sniper scope bug we didnt include them in the release. I personally dont have those assets (would have to double check that) but maybe Slaor has?
Title: pilots and there effectivness??
Post by: Commando on June 23, 2004, 06:07:22 PM
That is cool that the pilot weapons were made.  Hopefully Slaor has copies of them.  Lizard hasn't been around in a while, and I don't know if he would be willing to release them due to his disgust with the community.  I personally understand his decision if he chooses to do this.
Title: pilots and there effectivness??
Post by: Jwk the Hemp Monkey on June 23, 2004, 08:27:06 PM
Well it was not the FE'ers who he might have problems with.
Title: pilots and there effectivness??
Post by: Commando on June 23, 2004, 08:50:06 PM
Who knows.  He may feel helping the FEers would also be helping those that he is disgusted at.  I haven't heard from lizard since he canceled FleshStorm so I have no idea what is going on personally.
Title: pilots and there effectivness??
Post by: technoid on June 24, 2004, 02:00:31 AM
Quote from: CommandoWho knows.  He may feel helping the FEers would also be helping those that he is disgusted at.  I haven't heard from lizard since he canceled FleshStorm so I have no idea what is going on personally.
I recently went to Liz's site, several weeks ago.  Looks like all the links are dead.  Haven't checked lately.
Title: pilots and there effectivness??
Post by: NoK0mm3nt on June 24, 2004, 04:33:45 AM
Links are still dead.

@ Fish.

Here are some hints

1) By DLL, create a small invisible minelaying ship(can't be killed) exactly where line gets layed. Set the ships engage range the same as the mines activation range, maybe a 1m longer.

2) When the ship lays its mine, delete the ship, replace the mine with another small invisible static ship, on team 14. This will trigger the mine. That lil ship will have 1 health, so when mine explodes or expires it will be destroyed.

3) Mine triggers like normal when ships are around the mine triggers like normal. When a pilot comes around, the 1st little ship drops a mine, which gets changed to a 2nd ship which trips the mine.

To make sure the first ship always go, delete it when the main mine is dead.

Make sure you do all the needed safety checks.

Sounds harder then it is...