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Hwacha Tweek
Zenark:
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.
Simplex FourOhNine:
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
The Churrosaur:
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.
Simplex FourOhNine:
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.)
Mr. Ace Rimmer:
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.
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