[BALANCE] Make homing more effective

Discussion in 'Feedback' started by -=SIP=-, Oct 22, 2009.

  1. -=SIP=-

    -=SIP=- Member

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    From the opinions from this thread (http://forums.empiresmod.com/showthread.php?t=11008) I made this suggestion to make homing more effective.
    Summarized I have increased the minimum lock time for non salvo homing to 1 second (only salvo should be good for drive by)
    And I have lowered the Lock Range Modifier for all homing missiles. This modifier adds some time according to the range (lock time = (range * modifier) + lock on time). So you get a lock with the new values after about 3 seconds at maximum distance instead of 6.11 to 8.35 seconds.

    I didn't wanted to change the other values, because they seems to be OK to me. Only salvo homing should have 8 instead of 6 ammo clips.

    And it would be great, if the developers could add a "Lock On Range Radius Modifier". Because currently it is the same angle at all distances. These pictures will explain it best (crosshair is always at max. range position for lock):
    http://i36.tinypic.com/345edy0.jpg (max range)
    http://i38.tinypic.com/166c8wn.jpg (min range. And I know that you don't need homing at this distance. It's just to explain it.)


    Old values:
    Homing ML (max lock range=8000):
    Lock On Time=0.5
    Lock Range Modifier=0.000805
    Resulting Lock Time: 0.5 - 6.94 seconds


    Upgraded Homing ML (max lock range=10000):
    Lock On Time=0.3
    Lock Range Modifier=0.000805
    Resulting Lock Times: 0.3 - 8.35 seconds

    Salvo Homing ML (max lock range=6000):
    Lock On Time=0.5
    Lock Range Modifier=0.000935
    Resulting Lock Times: 0.5 - 6.11 seconds


    New values:
    Homing ML (max lock range=8000):
    Lock On Time=1.0
    Lock Range Modifier=0.000300
    Resulting Lock Time: 1.0 - 3.4 seconds

    Upgraded Homing ML (max lock range=10000):
    Lock On Time=1.0
    Lock Range Modifier=0.000200
    Resulting Lock Times: 1.0 - 3.0 seconds

    Salvo Homing ML (max lock range=6000):
    Lock On Time=0.5
    Lock Range Modifier=0.000400
    Resulting Lock Times: 0.5 - 2.9 seconds

    And for those, how can't calc the range in HL2 units:
    Homing ML max range: http://i38.tinypic.com/2dj5p50.jpg
    Upgrade Homing ML max range: http://i33.tinypic.com/npeu0x.jpg
    Salvo Homing max range: http://i35.tinypic.com/2l4dbs.jpg
     
  2. PwnedYoAss

    PwnedYoAss Member

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    The values seem a bit too low for the lock time, 3 seconds max? That's a little... much.
     
  3. Demented

    Demented Member

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    I'm pretty sure it takes longer if your crosshair is further away from the target (hence why 0.5-6.94 seconds takes for-fucking-ever at only medium distances), so these are actually optimum times, not necessarily maximum times.
     
  4. -=SIP=-

    -=SIP=- Member

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    PwnedYoAss: Do you want higher or lower values?

    Demented: 6.94 seconds = 8000 (max. range) * 0.000805 (range modifier) + 0.5 (lock on time)
     
  5. Sheepe

    Sheepe Member

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    I'd like to see the base lock on time dropped a bit more. As well as more tolerance for not being dead on...

    Otherwise, I quite like this suggestion
     
  6. Demented

    Demented Member

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    I said 'crosshair'; I'm not talking about distance to target. Supposedly there's a screen space effect where it takes longer to lock on if you aren't aimed directly at your target.
    So 7 seconds could become 10 seconds. Then again, I never tested it... I've been content just to say 'homing sucks' and leave it at that.
     
  7. flasche

    flasche Member Staff Member Moderator

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    homing is fine, and especially salvo shouldnt get buffed ...
     
  8. BitterJesus

    BitterJesus Member

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    The whole point of homing is that you can just shoot and not worry about hitting, because it will hit. It's not a sniping weapon, in fact, no weapons in game are sniping weapons (for vehicles).

    EDIT: The fucking bug where the lock on remains even if you're reloading one of your HMLs needs to be rid of.
     
  9. -=SIP=-

    -=SIP=- Member

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    So then research homing the next time when you are commander (of course only when team and map is suitable) and post your experiences.
    Would be interesting, if homing is just a forgotten weapon or if it really sucks.
     
  10. Roflcopter Rego

    Roflcopter Rego Member

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    Problem is that reactive is dwarfed by every armour except absorbent, and 3 phase is like the uncool version of fission. Rails are also a pretty risky strategy, but admittedly it can sometimes pay off. It would only be a suppliment weapon for a heat locker like nukes, or to diversify UML tanks (as NF).
     
  11. -=SIP=-

    -=SIP=- Member

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    I support this idea.
     
  12. flasche

    flasche Member Staff Member Moderator

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    i felt like commanding today - homing worked out perfectly on cyclo.

    went for reflective - gas - homing - heavies. i did gas for being able to quickly switch to DU+APD APCs in case something goes wrong, also gas is enough for NF.

    ofc it was only the first try. im gonna research that again on midbridge right after they finished playing failscort ;)

    edit:
    meh couldnt try it out - got assigned to BE - now its district and the server is empty :cry:

    im gonna test it out later that day tho :D
     
    Last edited: Oct 26, 2009
  13. -=SIP=-

    -=SIP=- Member

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    The question is, if the other team was a fail team and you would also have won with standard ML.
    Maybe we can do some more tests on the playtest today.
     
  14. flasche

    flasche Member Staff Member Moderator

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    tho recon said otherwise, it was no failteam ... actually it was ours fucking around :rolleyes:
     
  15. Demented

    Demented Member

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    If by "fucking around" you mean "researching homing", then yes indeed. :p
     
  16. -=SIP=-

    -=SIP=- Member

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    Had a chance to test it by myself.
    Was commander on emp_coast and research was:
    Regen, Gas Turbine, Homing, Upgraded Chassis, Heavy Tanks
    It was a hard fight but our team was always a little bit ahead with resources (had middle for 2/3 of the time).

    What is saw was, that people where using homing more as sniper missiles then for hit and run attacks. It was also very effective to sniper buildings.

    I also told my team several times how to use homing. But on a full server there is just no place for hit and run attacks. So you can only use homing to snipe targets. And therefore guided does more damage per second.

    As I asked some average players and they told me, that they don't liked homing, because the lock on is confusing.
    I think the main problem was the too long lock on time. You hear the lock on sound for up to 8 seconds. And if you loose your lock then this time gets even longer. In this time you could also fire 2x4 or even 4x4 guided missiles (heavy tank).

    So my opinion is still to reduce the lock on time. Homing does already less damage per second. And to balance this the chance to make hits with homing should be higher.


    Time to do 1000 damage (inclusive reloads):
    Homing = 46 sec
    Upg. Homing = 45 sec
    Salvo Homing = 35 sec

    Guided = 23 sec
    Upg. Guided = 36 sec

    Upg. ML = 21,6 sec
    Salvo ML = 21 sec

    Standard ML = 48 sec
    HIT Missile = 40 sec
     
  17. SnowDrakE

    SnowDrakE Member

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    These stats are an eye-opener. I didn't realize just how bad homing really is.
     
  18. Roflcopter Rego

    Roflcopter Rego Member

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    If anyone can get over 3/4 hits with salvo on an actual tank battle I will actually give you a cookie. getting 3/4 + hits with homing is pretty easy, though that's the same with UML, really.
     
  19. flasche

    flasche Member Staff Member Moderator

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    homing hits almost every shot (unless you are completely retarded) ...
    guided only if you stand still ...
    U/ML only up close or if the other tank stands still ...
     
  20. communism

    communism poof

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    Someone made a standard homing ML for LT's and AFV's that required you to get pretty close to get a lock on. Was pretty cool doing hit and runs as the faster vehicles
     

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