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1.3.6 Tar Changes
Puppy Fur:
--- Quote from: Spud Nick on May 01, 2014, 10:05:20 am ---The tar cloud seems to take longer to activate than normal. It looks like the cloud expands after it deploys. Most of ships I have tried to tar have been able to move through the cloud while it is still expanding.
--- End quote ---
I've noticed this a bit too. This also is a big hit to the tar as well... Like it needed more of a hit e.e;
Sammy B. T.:
Technically its not that it takes longer, basically tar has to be on for three seconds before it can be used again.You have to "purge" the systems so to speak.
Spud Nick:
It takes 3 seconds for the cloud to expand and cover the ship you want to hit. You have to create two or three clouds in order for a ship to run into it. I have also noticed that if you turn it on and off like before you might not get a cloud of tar but your engines will still take damage. Pilots will need to keep it turned on for 6-9 seconds In order to disable a ship with tar. The ship will also need to be directly behind you because of the way tar is deploying.
I would like to see the radius increased with less damage or duration to compensate.
Watchmaker:
To clarify how this works: there is no "expanding" of the cloud. After every 3 seconds of taking damage, one cloud is instantaneously spawned - the way it's currently implemented you also effectively get one "freebie" cloud per ship life the first time you toggle tar on.
The visuals fade in more gradually in order to avoid being terribly jarring, but the damage and logical effects of the cloud (timing out spots, for example) should begin to kick in immediately. If you're seeing something otherwise, that would be a bug, but my own sandbox testing seems to indicate that I start taking damage immediately (testing by backpedaling into my own cloud.)
In the previous, bugged version, a cloud would spawn every third second if tar barrel happened to be selected; whether or not it was selected in between had no bearing, so you could avoid most of the damage.
No longer affected by wind: that also sounds like a bug, and this one I can reproduce. Logged for fixing.
EDIT: Also, Sammy et al, I do see your point about it feeling a bit unpredictable right now. Awkm and I have talked a bit about other ways this could work; I'm trying to avoid a complete rework of how we handle pilot skills right now but we'll see.
Puppy Fur:
Ah, the visual changes confuse me a bit. I don't know when the tar cloud has been sprung till a little after. But the base issues I mentioned still stand.
Tar, in my opinion, was only useable by two ships before the patch. Junker and Squid. They had the manouverablity required to keep tar on an enemy (using pilot tools the full 3 seconds in between each cloud). That in the first place limits the use of it. Expecting anyone to use it now while you can't do that effectively doesn't make sense to me (you can't tar enemies and keep them tarred effectively and also can't run away effectively, it's two major uses).
If you watched competitive events of me using tar it took a lot of risk and work to tar an enemy effectively and even them the risk wasn't always worth it. You have to be extremely close to an enemy. With a squid that's almost a death wish unless a friendly ship is distracting them. With a junker you loose all weapon arcs. Both big downsides.
I hope I worded things correctly. I'm not the best speaker but I feel strongely about this... The person who uses squid competitively.
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