Welcome to Keen Software House Forums! Log in or Sign up to interact with the KSH community.
  1. You are currently browsing our forum as a guest. Create your own forum account to access all forum functionality.

Gun

Discussion in 'General' started by RaffielMao, Dec 14, 2013.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. RaffielMao Trainee Engineer

    Messages:
    14
    I haven't tested it much but i think the gun does a lil to much damage to small ships. what yalls think?
     
  2. Sims_doc Junior Engineer

    Messages:
    876
    I got to say, the moderators will probably delete the poll because its a yes/no poll they don't like them or its maybe because they we're too many of theses.
     
  3. Cyrus Deacon Trainee Engineer

    Messages:
    97
    guns work now?
     
  4. Mac D Junior Engineer

    Messages:
    521
    Just the hand held one.

    Enable by accident in last update.

    Still has a few bugs (like the noise). Very effective against small ship blocks.
     
  5. Sims_doc Junior Engineer

    Messages:
    876
    and large blocks

    [​IMG]
     
  6. Praesumo Apprentice Engineer

    Messages:
    110
    This post is reaaaaally stupid. Jeese, the VERY first release of a weapon... and people are already whining about something that is CLEARLY in very primitive stages of animation and design (no recoil...no spread)

    You really think it has been balanced for its stats yet? The REST of the game isn't even finalized. Literally last patch he just made small ships not tear through large ships like butter. THINGS ARE STILL BEING BALANCED

    Why would you clutter the forums over a non-issue with an idiotic yes/no poll?


    P.S. For the record. The gun CANNOT fully destroy a large block. And the state of damage (in the picture above) takes about 30 seconds of continuous, pinpoint fire. Not at all OP
     
  7. bacondeity Apprentice Engineer

    Messages:
    419
    In OP's defense, a game like this is in its current state needs feedback to grow, minuscule or otherwise.
     
  8. Gentry Senior Engineer

    Messages:
    2,167
    stop being rude he's just getting peoples ideas how how much damage they feel the small arms should do to blocks using the current representation as a base line.

    Its perfectly valid, and perfectly normal feedback.

    "Yo the latest iteration of the small arm does a little too much damage"

    Its what we're here for. Its how the later balancing happens.
     
  9. TodesRitter Moderator

    Messages:
    2,089
    The Patch notes says "EDIT: We have also enabled the rifle (by mistake), but we decided to keep it enabled. Note, that this is not its final functionality but still a work in progress."

    "not its final functionality" -> there will be changes
     
  10. RedPhoenix Moderator

    Messages:
    817
    Poll removed. Read the forum rules again.
     
  11. Praesumo Apprentice Engineer

    Messages:
    110
    Lol. Gentry telling people to not be rude. What is this, backwards day?
     
  12. mik97t Trainee Engineer

    Messages:
    49
     
  13. mik97t Trainee Engineer

    Messages:
    49
    When did guns start working?
     
  14. SaturaxCZ Senior Engineer

    Messages:
    1,718
    It must be one of sign of apokalipse :rof: , what will come next ? :D
     
  15. KriegsMeister Apprentice Engineer

    Messages:
    377
    imo they are ok as of now damage wise (animations and such could use some tweaking but that is a given since we weren't even supposed to have this yet) because you got to think, in an actual combat scenario small ships will be flying around at +80m/s zigging and zagging and doing all sorts of crazy stuff. It is going to be near impossible to even hit a decent sized fighter further than a few dozen meters unless you have some serious skills, or an insane amount of luck. so it is alright that the bullets do a significant amount of damage because it would be so difficult to land a single round on target




    oh and @above^^^

    It's not the apocalypse, gentry is just marking his territory of being the one and only annoying @$$hole of the forums.

    <3 ya gent :kiss:
     
  16. Diewoe Apprentice Engineer

    Messages:
    174
    Right now the bullets rip through a small ship in seconds. you can make the cockpit explode in less than a second, so yeah not a little over powered but a LOT over powered. The damage a rifle should do to a small ship is more along the lines of the damage they do right now to large blocks. You shouldn't be able to take out a ship small or large at all with a hand held weapon. Plain and simple end of discussion.

    Think of it like this, how much damage does a m-16 with its just over 7 gram bullet do against lets say 1 to 2 inch thick light weight Kevlar? not much. These small ships will be using material much stronger than that let alone the 1/16th inch TIN that the rifle makes them looked to be made out of.
     
  17. Skeloton Master Engineer

    Messages:
    4,069
    It wasnt meant to have been activated, if they had mean it to be activated then it wouldnt be as unbalanced.
     
  18. Diewoe Apprentice Engineer

    Messages:
    174

    so that makes my post invalid ? So because it wasn't supposed to be put in that means the damage it does is not Over powered?

    Truth of the matter is as it is right now it is Over powered and just because it wasn't meant to be activated doesn't change that fact.

    a handheld weapon in this game unless its a AV weapon should only kill persons and at most scratch or dent small ships.
     
  19. Skeloton Master Engineer

    Messages:
    4,069
    Not saying its not op just that your post sounded like you were saying the devs made it so on purpose.
     
  20. Diewoe Apprentice Engineer

    Messages:
    174
    no my post stated as the gun sits it's over powered activated or not, the damage model was programmed or the gun wouldn't work at all. Balance will come but like we have all stated as it sits the gun is way to powerful.

    The fact it was a accident does not change the fact that it is over powered and doesn't change the fact that it had to be programmed to even work. Accident or not it's over powered and so we, the ones stating such, have an opinion on how it should work. Our opinion is valued as the game is in testing and the devs need feedback. Do you ignore bugs because its alpha or do you report them?
     
  21. bacondeity Apprentice Engineer

    Messages:
    419
    Well, if you're going into the mechanics of space flight, especially in this game, it's actually VERY easy to hit something. Well, at least, it's easy to hit something that flies poorly. I'm not sure about the flying skills of people around here but this ain't like flying no jet (I am going to the air force as a pilot, just sayin'). Without careful turning and control of boost, when people want to make a turn, they might, and most likely will, overdo the turn itself, thus forcing the ship to first cancel out its inertia before gaining velocity in the direction they want to go. What this ends up being is a ship that slows down to a near complete stop and accelerating again in another direction. That entire scenario would take 3-10 seconds, depending on the power of the ship, and 3-10 seconds is plenty of time to damage the ship, destroy the ship, or (if the game allows) pop a player right through the windshield. And even if you're faced against a formidable pilot, at the ship's current top speed, a bullet could easily catch up or trace the ship. Having inertial dampeners on/off would have its own advantages. Having it on means less work on the pilot trying to coordinate all of his boosters to make him go where he wants to go. Having them off would mean that if a pilot is being chased, they can kill their thrust, cruise at the same speed as they were, but have full freedom of motion to kill off an attacker from behind or side-strafe a ship and continue on their way when their done with their maneuver. And lets not forget about large ships (just for the sake of arguing), that in order to miss it, you would have to look the other way...

    (This was just a response to how the game is NOW, that's all)

    In the end, I think any handheld weapons (short of rocket launchers) should do minimal damage to a ship's armor, large or small. M4A1 vs M1A1 = Personal holocaust against the M4 user.
     
  22. Ralirashi Apprentice Engineer

    Messages:
    306
    Imho, as is, the gun is too powerfull against small blocks.
    Good thing is that it's useless against large blocks. 5 minutes of shooting at a block from 5 directions, it's bent as hell, but still there.
     
  23. Diewoe Apprentice Engineer

    Messages:
    174
    if the AR does this much damage to a small ship just image what the gatling gun would do LMAO. 1 bullet would insta-gib. For the sake of game play this wouldn't work so making the gatling gun do the same damage of the AR against small ships then makes the gatling gun feel, well, under powered even though it would rip apart the small ship in seconds. AR ( assault rifles ) should do almost 0 damage to small ships ( more in line to the damage they do to large ships) and 0 damage to large ships. These are space ships that have to withstand micro meteorite strikes at 20,000+ MPH. a 7 gram piece of lead traveling at 900 m/s ( right at 2000 mph ) wouldn't do diddly unless it was the proverbial golden BB. Yes it can happen but you should play the lotto if it does because you would be one lucky SOB.
     
Thread Status:
This last post in this thread was made more than 31 days old.