FAQ  •  Register  •  Login

Triple Shot Needs Buff

<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Wed Dec 07, 2011 2:33 pm

Triple Shot Needs Buff

Triple Shot needs buff because it does less damage compared to plasma shot and uses more energy than what it's worth. Triple shot has three shots and each one is less damage than plasma. This make sense, but the damage is too low and the weapon is short range and the bullets spread out (shotgun). I think each shot of the triple shot should be 85%-90% of plasma damage. Having two shots on an enemy is hard in mid. distance. Therefore, its recommended (or favored) to use the weapon close up to finish up the enemy since it uses a good amount of energy, short range, and it's only possible to hit an enemy with all 3 shots close up (less than mid. distance for two shots to hit enemy). Also, shield is an excellent counter to this, since your ship takes no damage. Therefore, triple shot forces the enemy to use shield and has its greatest potential in finishing off enemies when they are close to you (when out of energy to use shield). If a player uses triple shot/shield too much, they will lose energy faster than the enemy that is using shield/plasma.

Also, I think mines should require 50% of energy instead of like 60%-70%. They do about as much damage as bursts and are see-able.

Also, I think bitfighter should have a mini-map to allow players to snipe with bouncers easier, instead of doing it blindly.
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Wed Dec 07, 2011 2:40 pm

Re: Triple Shot Needs Buff

Triple and bouncer are two weapons that have been broken for a while; This isn't a new issue. I believe new weapons and changes are in the work for both.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

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

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Wed Dec 07, 2011 2:41 pm

Re: Triple Shot Needs Buff

It was like it since Zap...I *wanta* change. :?
<<

karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Wed Dec 07, 2011 3:18 pm

Re: Triple Shot Needs Buff

Okay...I appreciate feature discussions, but one topic per thread! You called it "Triple Shot Needs Buff", so that's the only one I, personally, am going to speak to.

The way people have been using triple most effectively is as the go-to close up assassin weapon. The rate of fire is fast enough and the damage is high enough so that a good cloaker can finish off an unwary competitor if they have less than 100% health.

I wouldn't be against lowering its energy cost, but I'm not sure I want to see a triple that's significantly more powerful. If two point blank shots from triple could kill a healthy ship in half a second, I think it'd be overpowered. Just my opinion.
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Wed Dec 07, 2011 3:56 pm

Re: Triple Shot Needs Buff

Usually when people see an enemy uncloaked after they were cloaked, they use shield, so only one triple shot (maybe two id possible) is fired onto the ship. After this, the enemy has more energy than the assassin and the assassin dies. Triple shot moves slower than plasma and moves really slow (almost like it stops) when moving backwards. If you lower the amount of energy needed, you still do more damage with it, just in a longer length of time. Either way improving damage done by it or lower energy needed, it will do more damage over time. It takes four complete triple shots to kill a ship, which isn't easy to do because of distance and shield.
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Wed Dec 07, 2011 4:45 pm

Re: Triple Shot Needs Buff

The reason a triple particle has less power than a phaser shot is because the effectiveness diminishes with distance. In my mind this is a feature rather than a problem. The whole point of the game is about finding what weapon and module combinations work best for you and wether advantages outweigh the disadvantages.
Hee-ho!
<<

karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Wed Dec 07, 2011 5:29 pm

Re: Triple Shot Needs Buff

BotFighter wrote:Usually when people see an enemy uncloaked after they were cloaked, they use shield, so only one triple shot (maybe two id possible) is fired onto the ship.

Good cloakers sneak up until they're pretty much touching your ship. You don't see them until they fire. Since two rounds are off in about half a second, it's a question of how quick the flag carrier's reflexes are. Even then, the flag carrier could have less than full power, less than full energy, or be pressed by more than the single attacker. It's enough to make a significant difference.
<<

ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Wed Dec 07, 2011 11:23 pm

Re: Triple Shot Needs Buff

karamazovapy wrote:I wouldn't be against lowering its energy cost,


we have our solution
<<

watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Thu Dec 08, 2011 7:51 am

Re: Triple Shot Needs Buff

The energy cost of the triple will be lowered slightly in 016. We can further tweak it for 016a, which should follow shortly after.
<<

karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Thu Dec 08, 2011 2:23 pm

Re: Triple Shot Needs Buff

I think that says it.

Return to Adopted Features

Who is online

Users browsing this forum: No registered users and 0 guests

cron