Holeypaladin Posted December 28, 2014 Share Posted December 28, 2014 I'm not sure why this weapon has a damage falloff... seems like an artificial attempt to limit its range. If you want a different weapon to replace it in long range archwing combat, simply make the velocitus hitscan with sniper zoom... no reason to have damage falloff on imperator. So I figure the damage falloff needs to be removed. That's all. It's not there's any air friction in space to slow the bullets down. Link to comment Share on other sites More sharing options...
LOKIME Posted December 28, 2014 Share Posted December 28, 2014 I agree on velocitus sniper zoom. In my opinion, any archwing weapon should have falloff. Especially since it's almost-imposible to shoot from 1000m+ OH, and Dual Curion REALLY needs a buff. Link to comment Share on other sites More sharing options...
xkillo32 Posted December 28, 2014 Share Posted December 28, 2014 I'm not sure why this weapon has a damage falloff... seems like an artificial attempt to limit its range. If you want a different weapon to replace it in long range archwing combat, simply make the velocitus hitscan with sniper zoom... no reason to have damage falloff on imperator. So I figure the damage falloff needs to be removed. That's all. It's not there's any air friction in space to slow the bullets down. there is space magic Link to comment Share on other sites More sharing options...
Vaskadar Posted December 28, 2014 Share Posted December 28, 2014 This weapon is being fired in space. There is no reason it should have falloff. I can understand if it were in a setting where there'd be air resistance and all that, but it's in FARKING SPACE MAN. There's no opposing forces that magically 'slow down' the rounds. Nothing. Not until it hits its target. Link to comment Share on other sites More sharing options...
Azawarau Posted December 28, 2014 Share Posted December 28, 2014 You have an issue with that but not sound in space and space explosions? Link to comment Share on other sites More sharing options...
RealPandemonium Posted December 28, 2014 Share Posted December 28, 2014 Let's take the best archwing weapon and buff it, k. Link to comment Share on other sites More sharing options...
zoboso Posted December 28, 2014 Share Posted December 28, 2014 The reason arcwing weapons have damage falloff is to prevent too much resources from being utilized in the bullets I just wish that I could clearly tell what I could shoot at, because at extreme range it is hard to tell. Link to comment Share on other sites More sharing options...
WhisperByte Posted December 28, 2014 Share Posted December 28, 2014 Imperator has fall off? Sigh. I bet Sir Isaac Newton, the Deadliest Son of a *@##$ in Space, is rolling in his grave right now... Link to comment Share on other sites More sharing options...
Innocent_Flower Posted December 28, 2014 Share Posted December 28, 2014 You have an issue with that but not sound in space and space explosions? No sound in space would be boring, and maybe archwings have sensors to make psuedosound by looking at their environments and synthesizing sounds to aid the pilot. Link to comment Share on other sites More sharing options...
RealPandemonium Posted December 28, 2014 Share Posted December 28, 2014 The reason arcwing weapons have damage falloff is to prevent too much resources from being utilized in the bullets I just wish that I could clearly tell what I could shoot at, because at extreme range it is hard to tell. What does that even mean? They have falloff so that you can't sit in one spot and wipe out everything in a 3000m radius. Link to comment Share on other sites More sharing options...
shut Posted December 28, 2014 Share Posted December 28, 2014 (edited) You have an issue with that but not sound in space and space explosions? This. The reason that Imperator has falloff isn't that DE has zero understanding of physics, it's that gameplay balance is more important than realism. If Imperator had no falloff, its accuracy would have to be reduced / it would have to be projectile-based / it would have to have recoil to discourage infinite-range sniping. If you want to snipe at long ranges, use the Velocitus. And by the way, that thing already hits like a truck while traveling ridiculously fast and having a fat hitbox; turning it into a hitscan weapon would make it just plain overpowered. Edited December 28, 2014 by SortaRandom Link to comment Share on other sites More sharing options...
Holeypaladin Posted December 28, 2014 Author Share Posted December 28, 2014 Velocitus can't snipe at long ranges against moving targets. Because it isn't hitscan. And has crap for zoom. So it still doesn't work. Link to comment Share on other sites More sharing options...
Azawarau Posted December 29, 2014 Share Posted December 29, 2014 (edited) No sound in space would be boring, and maybe archwings have sensors to make psuedosound by looking at their environments and synthesizing sounds to aid the pilot. Ok then tell me about gravitational pulls and floating bits of dead enemies not affecting bullets Edited December 29, 2014 by Azawarau Link to comment Share on other sites More sharing options...
shut Posted December 29, 2014 Share Posted December 29, 2014 Ok then tell me about gravitational pulls and floating bits of dead enemies not affecting bullets ... You do realize that they would have the same gravitational effect on the bullets that they would on Earth, right? The chunks would have to have almost planetlike masses to have a significant effect on bullets in space. Link to comment Share on other sites More sharing options...
jjpdn Posted December 30, 2014 Share Posted December 30, 2014 They have fall off because the energy in the bolts dissipate quickly into the vacuum even with the shielding it has. I always imagine the bullets as electromagnetic casings with plasma around it. Link to comment Share on other sites More sharing options...
Azawarau Posted December 30, 2014 Share Posted December 30, 2014 ... You do realize that they would have the same gravitational effect on the bullets that they would on Earth, right? The chunks would have to have almost planetlike masses to have a significant effect on bullets in space. Kind of like a fomarian? chunks of dead enemies would slow if not redirect shots entirely The point is its a game balance thing so logic steps to the side Link to comment Share on other sites More sharing options...
Holeypaladin Posted December 30, 2014 Author Share Posted December 30, 2014 No. Not like a fomorian. Fomorians may mass in the thousands of tons. Maybe even millions of tons. Planets mass in the sextillions of tons. It would take a quadrillion fomorians to mass the same as Earth. So the gravitation force of a fomorian is less than one millionth that of Earth. Summary: There is essentially no gravity to slow or redirect shots in any way in archwing combat. Link to comment Share on other sites More sharing options...
Azawarau Posted December 30, 2014 Share Posted December 30, 2014 No. Not like a fomorian. Fomorians may mass in the thousands of tons. Maybe even millions of tons. Planets mass in the sextillions of tons. It would take a quadrillion fomorians to mass the same as Earth. So the gravitation force of a fomorian is less than one millionth that of Earth. Summary: There is essentially no gravity to slow or redirect shots in any way in archwing combat. Interesting Now lets say the fomarian has a synthetic gravitational pull around it Link to comment Share on other sites More sharing options...
Otaiken Posted December 30, 2014 Share Posted December 30, 2014 (edited) Explosions can be explained by ignition of the remaining fuel and/or oxygen in the enemy vessel. Fuel for space vessels already contains the neccessary oxygen for it to burn. Sound would be transmitted through the vibrations. So you could indeed hear your weapon fire or your archwing accelerating. You wouldn't hear the explosions of enemies though. But that is pretty small detail. But that is beside the point really. I don't think there are sufficient balancing reasons in the game itself to warrant damage falloff on Imperator. If anything, you should be rewarded for being able to hit enemies so far, not punished. It's not a big deal, but it feels pointless. If the concern was that Imperator made better sniping weapon than Velocitus... well, I feel that's the problem with Velocitus, not Imperator. Edited December 30, 2014 by LocoWithGun Link to comment Share on other sites More sharing options...
simkhovich Posted December 30, 2014 Share Posted December 30, 2014 Let's take the best archwing weapon and buff it, k. show you how bad archwing is. Link to comment Share on other sites More sharing options...
Xylia Posted December 30, 2014 Share Posted December 30, 2014 (edited) I can go to an outpost world, and use a regular ole Braton, and shoot something 1000m away in the largest outdoor "rooms". (I've actually done this, with the ridiculous range and low recoil that Bratons have). No Damage Falloff. I go out IN SPACE! and grab my Imperator (which is surely much higher calibre than the Braton!)... another ballistic machinegun type weapon, shoot something 1000m away and it laughs at my puny damage after the falloff. Logic...... There is none. EDIT: Relevant Link: Edited December 30, 2014 by Xylia Link to comment Share on other sites More sharing options...
Corvid Posted December 30, 2014 Share Posted December 30, 2014 Holeypaladin, on 30 Dec 2014 - 11:22 AM, said: No. Not like a fomorian. Fomorians may mass in the thousands of tons. Maybe even millions of tons. Planets mass in the sextillions of tons. It would take a quadrillion fomorians to mass the same as Earth. So the gravitation force of a fomorian is less than one millionth that of Earth. Summary: There is essentially no gravity to slow or redirect shots in any way in archwing combat. Hell, Earth is technically far too small to have the gravity that it has. It's only as high as it is because of its extremely dense metallic core. Link to comment Share on other sites More sharing options...
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