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Where's all the ICC love? |
Orkan [OO-XII] Grand Admiral The Myrmidon Legion
Joined: April 22, 2010 Posts: 201 From: A Point Perfectly Computed Yet Never Repeating
| Posted: 2013-05-22 18:01  
[quote]On 2013-05-22 16:31, Pantheon wrote:
Quote:
On 2013-05-22 13:53, Orkan ORP wrote:
...Regarding Pulse Shield...
Yes, this definitely needs some form of improvement. Presently we often use it like a victory flare rather than where it should be and that is in combat!
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What are you on about? Every ICC player worth anything that I see uses it when it should be used...
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I was being sarcastic. I was just trying to point out that this 'special' device does not seem to be as strong a defence as it should be, I have used it often in clouds of missles and fighters also but it does not really seem to take out more than one or two objects per use, often leaving other fighters and/or missles still in its blue area of effect hot on my tail!
[ This Message was edited by: Orkan ORP on 2013-05-22 18:02 ]
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2013-05-22 22:06  
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.
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*FTL*Soulless Marshal
Joined: June 25, 2010 Posts: 787 From: Dres-Kona
| Posted: 2013-05-23 01:37  
Quote:
On 2013-05-22 22:06, Borgie wrote:
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.
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Rather have that than this dice roll we have now. One to many times i pulse to take off some missiles off my six, or to clear some fighters off an ally only to have it do absolutely nothing. Not a single missile or fighter popped.
Its way more effective to just eat/dodge the missiles or let my CLs clear the fighters than waste the energy hoping the pulse shield will even do a damn thing
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Brutality Marshal
Joined: May 25, 2009 Posts: 659 From: Alaska, USA
| Posted: 2013-05-23 02:48  
Quote:
On 2013-05-23 01:37, Soulless *CO* wrote:
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.
Rather have that than this dice roll we have now. One to many times i pulse to take off some missiles off my six, or to clear some fighters off an ally only to have it do absolutely nothing. Not a single missile or fighter popped.
Its way more effective to just eat/dodge the missiles or let my CLs clear the fighters than waste the energy hoping the pulse shield will even do a damn thing
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This pretty much sums up the issue with the pulse shield, why waste energy on something that has a good chance of not working anyway? Old one was much more effective at preventing friendly fire, and also worth the energy use as it took out all enemy missles in fighters in a given radius. Since flux doesn't damage friendly targets anymore and cloak is pretty absolute right now, it doesn't seem like a huge advantage at all.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-05-23 04:29  
Quote:
On 2013-05-23 02:48, Brutality *TO* wrote:
Quote:
On 2013-05-23 01:37, Soulless *CO* wrote:
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.
Rather have that than this dice roll we have now. One to many times i pulse to take off some missiles off my six, or to clear some fighters off an ally only to have it do absolutely nothing. Not a single missile or fighter popped.
Its way more effective to just eat/dodge the missiles or let my CLs clear the fighters than waste the energy hoping the pulse shield will even do a damn thing
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This pretty much sums up the issue with the pulse shield, why waste energy on something that has a good chance of not working anyway? Old one was much more effective at preventing friendly fire, and also worth the energy use as it took out all enemy missles in fighters in a given radius. Since flux doesn't damage friendly targets anymore and cloak is pretty absolute right now, it doesn't seem like a huge advantage at all.
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I wasn't aware 65% chance to destroy each individual projectile is a 'good chance not to work'. Plus the fact its energy usage is considerably lower than the others. And it's short cooldown too...
Honestly, people will complain about anything.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2013-05-23 08:38  
Quote:
On 2013-05-23 04:29, Pantheon wrote:
I wasn't aware 65% chance to destroy each individual projectile is a 'good chance not to work'. Plus the fact its energy usage is considerably lower than the others. And it's short cooldown too...
Honestly, people will complain about anything.
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Pulse shield should push all ships around it 400 gu away from the ship using it. :3
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-05-23 10:30  
Quote:
On 2013-05-23 08:38, Fattierob wrote:
Pulse shield should push all ships around it 400 gu away from the ship using it. :3
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This is why I like Frob. That could actually work if it's thrown in to compensate for it having a % chance of destroying each missile/fighter.
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Taelon Marshal
Joined: December 26, 2011 Posts: 255
| Posted: 2013-05-23 14:29  
you mean literally any ship like player flown if so then that would be abused to push players into a planet i am sure of it
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2013-05-23 15:14  
Quote:
On 2013-05-23 04:29, Pantheon wrote:
I wasn't aware 65% chance to destroy each individual projectile is a 'good chance not to work'. Plus the fact its energy usage is considerably lower than the others. And it's short cooldown too...
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Jack, how to understand 65% chance? Does it mean if there are 100 missle coming, Pulse Shield can posibly destroy from 0 to 65 missle? Is it roll dice?
Does server round up during calculation?
Quote:
On 2013-05-23 04:29, Pantheon wrote:
Honestly, people will complain about anything.
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People are complaining cause when they can't count how many missle are coming before pressing V, they neither count 35% of such number. Thus they complain. Just make the mechanic simple as making PS always destroys 100% and extend cooldown as long as ICC can only destroy missle one out of three Harpex waves. Although the number of destroyed missle decreases, as long as the player easily see the result, they will feel it actually work.
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Brutality Marshal
Joined: May 25, 2009 Posts: 659 From: Alaska, USA
| Posted: 2013-05-23 15:56  
Each projectile within the pulse wave radius has a 67% chance of being destroyed, or that's how I think it works anyway.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-05-23 16:33  
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed, or that's how I think it works anyway.
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65% chance, but correct. It works fine, and isn't being changed.
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PsyCrow Admiral
Joined: June 21, 2012 Posts: 56
| Posted: 2013-05-23 18:03  
Quote:
On 2013-05-23 16:33, Pantheon wrote:
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed, or that's how I think it works anyway.
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65% chance, but correct. It works fine, and isn't being changed.
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It depends on the gadget. Pulse waves on frigates, if I recall correctly, are lucky to take out 1-3 projectiles when used under "optimum" circumstances.
Instead of a % chance, might it be possible to randomly select an exact percent of all projectiles it will destroy of a given number so that it has some degree of reliability?
ie, if you got a 50% pulse wave, it will ALWAYS destroy 5 of 10 projectiles.
If not, then please make flux waves deal a random amount of damage between current and 0, and make cloaks fail to hide the ship 35% of the time, more so if you're in a dread
(^ Not actually serious about that ^) [ This Message was edited by: PsyCrow on 2013-05-23 18:05 ]
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2013-05-23 21:58  
Quote:
On 2013-05-23 16:33, Pantheon wrote:
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed.
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65% chance, but correct. It works fine, and isn't being changed.
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Ahhh, I see. It's dice rolling just like capturing. Then it's not complex to understand the disappointment of player.
65% chance doesn't mean 65% of incoming missle are getting destroyed in all cases. Due to dice base, 65% chance finally ends in either: 0 or 100. Two ICC both running Pulse wave can see one destroys all missle and one fail. Counting a long enough period of time, 65% missle will be destroyed, but successs is not shared equally between players. Some will get mad, obviously. Same ship, same device, different result.
It's like you and your colleague all work a month, same job, same effort, but get different salary.
Pulse wave lets some missle to survive but cloak terminate them all. Moreover, not all ICC have pulse wave but all K'luth have cloak. Some ICC will feel ironical.
Technically, between dice roll to check 65% chance of every missle or terminate them all, which one does it take less server resource?
In general, it's impossible to satisfy everyone. The current mechanic may be not optimum, but it actually works fine. The player needs to adapt and find their own tactics to survive and fight.
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Jumbat Lieutenant Commander
Joined: August 26, 2012 Posts: 16
| Posted: 2013-05-24 00:16  
In fact wen a batle with mi. spam go on none of the kluth kloak sho dont feal like that:)
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-05-25 00:52  
Quote:
On 2013-05-23 21:58, DiepLuc wrote:
Quote:
On 2013-05-23 16:33, Pantheon wrote:
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed.
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65% chance, but correct. It works fine, and isn't being changed.
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Ahhh, I see. It's dice rolling just like capturing. Then it's not complex to understand the disappointment of player.
65% chance doesn't mean 65% of incoming missle are getting destroyed in all cases. Due to dice base, 65% chance finally ends in either: 0 or 100. Two ICC both running Pulse wave can see one destroys all missle and one fail. Counting a long enough period of time, 65% missle will be destroyed, but successs is not shared equally between players. Some will get mad, obviously. Same ship, same device, different result.
It's like you and your colleague all work a month, same job, same effort, but get different salary.
Pulse wave lets some missle to survive but cloak terminate them all. Moreover, not all ICC have pulse wave but all K'luth have cloak. Some ICC will feel ironical.
Technically, between dice roll to check 65% chance of every missle or terminate them all, which one does it take less server resource?
In general, it's impossible to satisfy everyone. The current mechanic may be not optimum, but it actually works fine. The player needs to adapt and find their own tactics to survive and fight.
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IIRC, missiles no longer SD when their target cloaks, but carry on to the last known location and circle about.
I've been hit by missiles even after my sig hit zero cos I wasn't clear of the target area when they arrived.
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