BotFighter wrote:Honestly I feel like I use burst the same way. (if you can aim burst well, it works well) Your idea of the knockback has no flaws of usefulness. It just seems too strong (OP). You said it does great damage when players already fairly die quickly in the game without shield. Also, it's more useful than burst from your opinions. No point for burst now...
You may be misunderstanding me -- the Knockback applies no
direct damage to the other players whatsoever. The only way the Knockback could kill an enemy would be if it pushed them into a minefield, asteroid, or turret infested area. But all those would be indirect deaths.
Burster has a completely different set of purposes. They both result in blasts, but they are still very different weapons. Just like burster and bouncers both bounce off of walls, those two weapons are very different.
Burster can be fired more rapidly, and doesn't need to be charged or directed. Burster is also more effective if you're trapped -- simply send a projectile towards your enemy by bouncing it off a wall. Burster also deals direct damage, and can affect turrets or laserbeams (Knockback cannot).
If you can aim the burst projectile properly, then you should be good to go... to an extent. You can launch a burst and guess that these enemies are going to end up in that area over there, but it's not more specific than that. The Knockback will give you a much more accurate response.
BotFighter wrote:Also, more importantly...specifically what trouble/s does the player have if they miss with the knockback? Also, what's the range/distance and radius within the blast (aoe: area of effect)?
Oh, I see. I think the trouble with firing and missing would stem from the fact that Knockback needs to be charged, and during that time you wouldn't be able to fire any other weapons (remember, Knockback is a weapon not a module).
So if you missed a enemy you A) wouldn't be able to fire another blast immediately and B) would have lost some energy from firing the blast. Perhaps there could also be a "delay" after firing a blast, so you couldn't immediately switch to another weapon.
As for the Area of Effect, I don't really know, because that would need to be fine-tuned in-game after testing. But to give you an idea, I'm thinking the blast would only be effective if used within a couple ship lengths of another player.
Think about a desktop fan. If you are standing in the middle and directly upon it, you will feel a lot of air. The farther back you are or to the side the less air you will feel. The main difference with a fan and the Knockback blast is that the blast would not wrap around a wall or object.
BotFighter wrote:"A downfall to the Knockback weapon might be improper use. I think of the Knockback as being a very strategic weapon, and using it in a bad location could have undesired results. For example, if walls were to block the output from a Knockback blast, then you wouldn't want to use the Knockback weapon in an environment littered with walls."
This isn't a good example because it doesn't specifically answer your own statement/my question. Results matter more than "want". (it seems vague)
You're right, that was bad wording. What I'm trying to say is that being a weapon of strategic value, the Knockback could do more harm than good if fired improperly. Bad location, bad preparation, bad teamwork, etc. If used wisely, the Knockback is a great weapon. Whereas with other weapons as long as you're aiming at your enemy you can't really go wrong.
The other downfall could be what I described above, lack of ability to use weapons while charging, firing, and immediately after.