Forums » Suggestions

Sunflare has too much ammo, ice/starflares don't have enough

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Jul 26, 2005 Phaserlight link
Granted, the sunflare is a high level weapon and it should be effective and powerful, but am I the only one that thinks its ammo capacity is a little unbalanced compared to other rocket weapons? 16 hard hitting rockets on an S-port weapon. Compare it to the iceflare and the starflare launchers, available at level 5.

Iceflare:
800 damage
8 rockets
55 m/s
6400 damage max

Starflare:
900 damage
8 rockets
55 m/s
7200 damage max

Sunflare:
1500 damage
16 rockets
85 m/s
24000 damage max

The sunflare has the capacity to do 333% more damage than the starflare launcher, and the same as the jackhammer launcher (over a greater period of time, of course). It's not just about the numbers, however... it just feels like it never runs out of ammo, and makes the iceflares and starflares feel like nerf guns. I propose changing the ammunition of the three s-port rocket weapons to the following:

Iceflare:
800 damage
16 rockets
55 m/s
12800 damage max

Starflare:
1000 damage
14 rockets
55 m/s
14000 damage max

Sunflare:
1500 damage
12 rockets
85 m/s
18000 damage max

It makes more sense this way imho. Generally speaking, if a rocket has a larger warhead then not as many rockets are going to fit into the same size port weapon, neh?

This is not a huge nerf for the sunflare... it's losing 4 rockets to balance its recent boost in speed. The big difference is in the iceflare and starflare, which get 6-8 extra rockets. The sunflare would still be much more powerful than either of these weapons with its fast velocity and damaging warheads, but the starflare and iceflare may actually see some use among mid-level players with the extra ammo.

As they stand, the iceflare and starflare are really on par with level 0-1 weapons. Try them out on a bus or wraith killing some orun collectors if you don't believe me.
Jul 26, 2005 genka link
Wow! It's a thread about nerfing flares to hell!
Jul 26, 2005 Phaserlight link
^^ Heh heh, there's a romantic comedy I actually enjoyed.

*bonks genka*

Back on topic! I don't want flares "nerfed to hell." Just to have their ammo shaved a little.

This thread is really about boosting the ammo capacity of the iceflare/starflare. It feels like there's a lot of empty space left over in my s-port whenever I have an iceflare equipped. I think 16 rockets for the iceflare is a good number and 14 for the starflare. Agree/Disagree?
Jul 26, 2005 Arolte link
I actually agree. 16 is too frickin' much. People shouldn't use rockets only. I always thought they were meant to supplement other weapon systems. People complain about rocket and missile spammers. So here's a chance to fix that.
Jul 26, 2005 Renegade ++RIP++ link
I agree although I will miss my 4 extra rockets per tube :(.

but it would for once make a large port rocket weapon better then his small port counterpart.

EDIT: although energyweapons still have unlimited ammo... and comparing unlimited ammo with 16 isn't that bad of a tradeoff.
Jul 26, 2005 xava link
with 32 missles and 16 shots in most cases that is plenty enough to finish anything if you cuddent take it down with that you likely cuddent take it down with the infinite ammo of the gun. yes i agree taking it down whould be a very good idea it whould encourage better shoting and whould make ammo into a bit more of a thing to consider and taking the others up will let them see at lessed some use witch is more than they get now.
Jul 26, 2005 KixKizzle link
yep, too much.
Jul 26, 2005 Renegade ++RIP++ link
hey phaser do you by chance know how much the concussioneffect is from the smallerrockets?
Jul 26, 2005 Phaserlight link
About the same as the sunflare, as far as I can tell. I really can't say for certain.
Jul 29, 2005 Fnugget link
I think everyone agrees that it reduces the rocket fun, but would make for better battles than just flare spams everywhere.
Jul 29, 2005 Renegade ++RIP++ link
heh or more people leaving in mid battle.

will become bloody hard taking out a fighting agresso centaur then...
Jul 30, 2005 Solra Bizna link
Sunflares are killing me a LOT recently. The last time I was killed by Starflares was during a duel with myself.
-:sigma.SB
Jul 30, 2005 Beolach link
/me asks Roguelazer if I can borrow his stamp of approval.
Aug 10, 2005 KixKizzle link
This is my opinion of what they should be.

Iceflare:
800 damage
16 rockets
65 m/s
Detonation radius: 35m
12800 damage max

Starflare:
1000 damage
14 rockets
75 m/s
Detonation radius: 30m
14000 damage max

Sunflare:
1500 damage
12 rockets
85 m/s
Detonation radius: 25m
18000 damage max

O so slight modification to the Sun's.
Aug 10, 2005 Chimaera link
I like most of the stats on those kix, but I'd make the smaller flares fast, and the sunflares have a bit more damage, but be quite slow.

So that the Iceflares move at 85 m/s
Starflares move at 75 m/s
and Sunflares move at 65 m/s

It would force bombers to decide whether or not they were anti-fighter, midrange/all-purpose or just heavy bomber.

Considering how light they are, the iceflares would be a powerful antifighter tool.
Aug 10, 2005 KixKizzle link
Your right.

The more damage should equal higher splash area.

Iceflare:
800 damage
16 rockets
95 m/s
Detonation radius: 25m
12800 damage max

Starflare:
1000 damage
14 rockets
85 m/s
Detonation radius: 30m
14000 damage max

Sunflare:
1200 damage
12 rockets
75 m/s
Detonation radius: 35m
14400 damage max

I also think the damage should be decreased.
A 1200 damage Bullet 70m wide..... Impressive enough.
Aug 10, 2005 Spellcast link
I think i'd go a bit different myself, and take into account the firing time.

Iceflares
400 damage
32 rockets
refire .25 seconds
(same total damage)

Starflares
700 damage
20 rockets
refire .4 seconds
(same total damage)

Sunflares
1800 damage
10 rockets
refire .8 seconds
(same total damage)

I'd leave speeds and prox the same as you have listed kix.

this way the heavier rockets have longer time between shots, and the lighter rockets can fire faster but do less damage per set. (altho if you are just firing them as fast as you can it still takes 8 seconds to empty a tube)
Aug 10, 2005 KixKizzle link
1800 damage per shot and a .2 second reload decrease is too big of a hit.
Instead of it taking 3 shots with a tri flare anything to kill a Marauder, it now takes 2.

Standard maud anyway.

That's too much damage. It doesn't matter how much TOTAL damage you do. All that matters is how hard you hit them that one time. As a supplement weapon its too deadly already.

It seemed like you were going towards the less hard hitting flares with the Iceflare and starflare speeds but noone would use them because it only takes 3 well planted shots to kill any light ship.

Tri flare valks and Mauds would be the scourge of the galaxy.
(as if they aren't already)

/givemoney Devs 2c
Aug 10, 2005 Spellcast link
hmmm, well 3 well planted shots are going to be hard to achieve, and with only 10 rounds its not exactly gonna be an easy task. thats a 30% accuracy with flares.. most people dont average even close to that in an actual fight.

Maybe make the refire 1.6 and cut the prox down to 25m tho. I'll admit my post was a bit rushed earlier and I didnt think too specifically about the amount of damage per volley as much.

then make the refire on the starflares .75 to make the flow of stats from ice to sun more even.
Aug 10, 2005 KixKizzle link
I still don't like 1800 damage.
That's a railgun mark III with a 60m bullet.
Even if it only travels at 75.... the thing is all you gotta do is turbo tap and you can get that up to 120 before you let it go.

Try dodging THIS!

o_O