Author Topic: Hwacha Tweek  (Read 71115 times)

Offline Zenark

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Re: Hwacha Tweek
« Reply #75 on: October 07, 2013, 12:08:41 pm »
Agreed with Churr. I fire the gun in bursts (not burst ammo) for long range shots; 2-3 to find the arc, 5-6 to hit the ship, last 5-6 to hit more accurately. The camera shake is why... For me anyways.

Offline Simplex FourOhNine

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Re: Hwacha Tweek
« Reply #76 on: October 15, 2013, 02:51:10 pm »
Just a thought here, and I dunno how possible it'll be, but it may do something to alleviate the mid-range frustration while still requiring heavy rounds for long range. I could be wrong, of course, I'm just a newbie after all :)

Anyway, jitter is calculated on weapon firing at the moment. So, basically, the gun is fired in a random direction between 0 and maxjitter degrees from where you're aiming.

Rather than having the full jitter angle applied to the shot, why not fire all rockets at 0 degrees and have the jitter applied to the rocket randomly every second through the projectile's path?

So let's say maxjitter is 10 and maximum range takes 11 seconds to reach (It doesn't, I know, but it's demonstrational purposes).

Rocket leaves the gun perfectly on target.

After 1 second, the rocket alters direction between 0 and 1 degrees.

After 2 seconds, the rocket again alters direction, this time between 0 and 2 degrees.

And so on, until at 10 seconds it alters direction between 0 and 10 degrees and then detonates at 11 seconds.

So at short ranges the Hwacha's very accurate - the rockets haven't had time to start wandering off. At maximum range the rockets are pretty much spiralling in crazy directions and won't hit a damn thing. At mid range, the rockets are still pretty much in line but still with a reasonable, useable (without Heavy Rounds) spread.

And, y'know, if they leave smoke trails then it'd look cool to have crazy corkscrewing rockets going across the skies...

Just a thought on perhaps a new way to look at it sort of thing.   :)

 - Jon

Offline The Churrosaur

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Re: Hwacha Tweek
« Reply #77 on: October 15, 2013, 04:48:16 pm »
Hmn. don't know how that would pan out on the coding side, but I like the idea of myriad spiraling rocket trails.

I do however think that what people are talking about is the screen jitter when firing as opposed to the actual jitter of the projectiles.

Offline Simplex FourOhNine

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Re: Hwacha Tweek
« Reply #78 on: October 16, 2013, 05:28:55 am »
Truth be told, it seemed like there were a fair few different things folks were talking about; the extreme accuracy of Heavy Rounds, Screen shake when firing, and the ineffectiveness of the Hwacha at medium range.

I don't know about the coding side. It's easy enough to do, particularly in Unity, but I don't know about how much lag it may generate. Not much, I suspect, as the objects are already being tracked etc and altering their trajectory shouldn't be too problematic.

It was just a thought, anyhoo. I was trying to come up with something that was a falloff in accuracy rather than the current method.

In other words - Graph Time! (it's a lot like Hammer Time, it even has a similar dance and requires parachute pants.)


Offline Mr. Ace Rimmer

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Re: Hwacha Tweek
« Reply #79 on: October 16, 2013, 07:21:52 am »
Anything that makes the Hawacha more effective than it already is, is in my opinion as a Hawacha gunner unacceptable. It's already a great weapon in the right hands, and usable by those who don't quite understand it, tweaking it could imbalance it.

Offline Queso

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Re: Hwacha Tweek
« Reply #80 on: October 16, 2013, 10:09:13 am »
That graph is upside down if I'm reading it correctly. Accuracy should decrease over distance, not increase.

Offline Sprayer

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Re: Hwacha Tweek
« Reply #81 on: October 16, 2013, 10:41:56 am »
Accuracy 0 is perfect isnt it?

Additionally, make rockets last until they hit something. Imagine the joy when one of your lost rockets comes back home.

Offline Echoez

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Re: Hwacha Tweek
« Reply #82 on: October 16, 2013, 11:03:23 am »
That graph is upside down if I'm reading it correctly. Accuracy should decrease over distance, not increase.

I think the graph pretty much displays how useful perfect accuracy is over distance, not how accurate the gun is over distance. It backs up my earlier points pretty well.

Anything that makes the Hawacha more effective than it already is, is in my opinion as a Hawacha gunner unacceptable. It's already a great weapon in the right hands, and usable by those who don't quite understand it, tweaking it could imbalance it.

Not realy pointing any fingers at you or anyone but just to make sure my point is understood.

The Hwacha right now is an okay gun on a Galleon, kinda underwhelming on a Spire and pretty crap on a Goldfish after losing its previous 20 rockets with Heavy and acceptable spread it had before.

14 seconds of reload speak for themselves, there's nothing more to understand, nothing special about the gun, it shoots rockets and breaks stuff, don't make it seem complicated cause it realy isn't. Risk/Reward is screwed up with this gun, unless you are up against a Galleon where weapons actually take some time to be brought back up, period.

Offline Mr. Ace Rimmer

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Re: Hwacha Tweek
« Reply #83 on: October 16, 2013, 01:37:08 pm »
Echoez, I'm sorry but to call the Hawacha useless (crap) on a Goldfish is so far off base it almost completely invalidates your argument.

Offline The Churrosaur

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Re: Hwacha Tweek
« Reply #84 on: October 16, 2013, 03:13:49 pm »
A single clip of burst can destroy every single component on nearly any ship. I was gunning a hwatchafish last night. In no way shape or form is it underpowered, never mind useless

Offline Alistair MacBain

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Re: Hwacha Tweek
« Reply #85 on: October 16, 2013, 03:20:58 pm »
Its not underpowered but as a gun itself. Its just not useable on anything besides a galleon cause the reload is to long for a goldfish to stay on ur enemy. He will be able to rebuild the important parts before you  can get ur next shots inside. And thats just not useful but he will get the time to kill you or stay long enough alive till he can kill you or his ally coming close.

Offline Captain Smollett

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Re: Hwacha Tweek
« Reply #86 on: October 16, 2013, 03:33:48 pm »
You need to make a swivel fish with chaingun on the side.  First hwacha shot disables, chaingun breaks the armor, second hwacha shot kills.

Offline Gambrill

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Re: Hwacha Tweek
« Reply #87 on: October 16, 2013, 03:46:50 pm »
I think what echoez is trying to get at with hwacha fish (correct me if im wrong) is that the hwacha is mainly a disabler. (and not the kind that quickly runs them into the ground) and so you are left to constantly stare at the enemy until a few hundred rockets have been fired out enough to kill your opponent. all the while hoping they don't get back-up.

Obviously the ship taking the damage is going to be repairing the hull AND if they are co-ordinated will always focus their armour over an engine meaning if a gattling has taken the hull down (depending on the ship and amount of players nearby, Possibly the pilot and an engie, if not more, could fix it up in time.)



Whereas if a galleon were to implement it they could apply a carronade and improve the disable tremendously or to have TWO firing would be enough to cause a big enough dent to be worried about only. And obviously the spire having two light guns able to point forward is probably deadly than the galleon :P

Offline Mr. Ace Rimmer

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Re: Hwacha Tweek
« Reply #88 on: October 16, 2013, 04:25:03 pm »
If you are only using the Hawacha on a Hawacha fish, then you are doing something very wrong when piloting it...

Offline Gambrill

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Re: Hwacha Tweek
« Reply #89 on: October 16, 2013, 04:29:11 pm »
Rimmer i've seen it be done..... I've seen it D: