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Seeker discussion

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raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Sun Dec 09, 2012 7:18 pm

Seeker discussion

The Seeker weapon was added in 018. We've tried to balance it as much as we could in the limited testing we did.

Please use this topic to suggest changes or any ideas on how Seeker works now.

Some Seeker stats:
- 4 shots kill a ship (without armor)
- bounces off of shield
- seeks out and damages nearest enemy or self
- can be shot down
- uses 1/5 of energy to fire
- range: will fly around up to 8 seconds
- target acquisition radius: about one screen width only, slightly more than a half-circle from the front
- speed: marginally slower than boost
- turning radius: max 180 degrees in 1 second

OK that's a lot of info. Discuss!
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raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Sun Dec 09, 2012 7:21 pm

Re: Seeker discussion

From Little_Apple because I couldn't figure out how to merge topics:

Little_Apple wrote:would it be possible for it could seek out turrets and cores? i think this would make it a lot more useful in actual gameplay
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Little_Apple

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Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Sun Dec 09, 2012 7:48 pm

Re: Seeker discussion

ack. i cringe at my own terrible grammar. but about the seeker, when you go right up to a wall and fire and it explodes right in your face you dont take any damage. is this a bug or intentional?
Hee-ho!
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raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Sun Dec 09, 2012 7:57 pm

Re: Seeker discussion

Seeker doesn't do area damage, but point damage like phaser. So yes, intentional... but we're open to changing things.
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bobdaduck

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Post Sun Dec 09, 2012 10:06 pm

Re: Seeker discussion

I don't know about how you can shoot them down. I mean, it makes them kind of useless for chasing someone. Which is the big thing they're useful for.

Either take off that or give it a tiny area damage radius. I think an area damage radius would increase its effectiveness for what its supposed to do, and would be more thematically consistent with its particles and sound.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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YoshiSmb

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Location: Argentina

Post Mon Dec 10, 2012 10:16 am

Re: Seeker discussion

bobdaduck wrote:I don't know about how you can shoot them down. I mean, it makes them kind of useless for chasing someone. Which is the big thing they're useful for.

Either take off that or give it a tiny area damage radius. I think an area damage radius would increase its effectiveness for what its supposed to do, and would be more thematically consistent with its particles and sound.


sounds good for me. :D
:zapdance: Bitfighter forever :zapdance:

Heroes never die!
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amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Mon Dec 10, 2012 5:36 pm

Re: Seeker discussion

maybe its just me but here are some ideas.

1 increase the max turn angle to 270 in 1 sec
cause it has problems following targets in enclosed spaces.

2 . increase damage it causes from 4 hits to kill to 3 hits to kill.
power issues make it to weak in my opinon.

3 uses 1/4 energy to fire.
to little energy use.

4. seekers can harm self.

maybe to make it a little more balanced as it seems weaker then the others even triple seems weaker.
Bitfighter Forever.

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