Remote Disintegrator

A lot of issues with it, I present the case to see what you think needs to be looked at again

Hitbox

  • Acts like a drone in size(micro locator etc)
    • Projectile weapons such as Coil Mortar, Photon Emitter, Flux Phaser all deal minor damage to the drone even with direct hits.
      • Coil Motar
        • ~150
      • Photon
        • ~300
      • Flux
        • ~500
    • Out of 18,000 health this can be tedious and with the cool down it can be ‘popped’ again right after destruction.

Cool down

  • Mentioned earlier but included here anyways
    • Make the cool down apply AFTER destruction not on use

Resistance

  • A drone this size with this much ability for damage should never get resistance to damage.
    • Vigilant beam <3000m deals lower damage than rated by the weapon itself.

Damage

  • I don’t know if this is a bug or feature, but normal disintegration devices deal more damage with weapon level, this does the same despite not showing it, it also has a much higher damage than the original .
    • Remove ‘extra’ damage if it even is a feature, not bug

Yeah… i mean the disintegrator drone on it’s own is good enough but ~14k damage (normal has ~8k) is a little overkill

 

Also make it hackable, or at least destroy it upon being hacked…

Applying a stun to the drone itself should destroy it.

It should have much less health, fire at a slightly greater range, and be destructible by the user.(by firing upon it)

how do you purpose the ship itself gets buffed to make up for a nerf to the drone, because that is how the 1011 works. The drone is the life blood of the ship. The ship itself has very bad close quarters ability and has to rely on the drone a lot. A inty can easily dispatch  the ship itself, and the drone view gets messed up when you shoot it with ANY explosive weapon (or by ramming it). Also the drone dies in 1-3 shots from a disintegrator.    

 

30 minutes ago, ComradeJedus said:

how do you purpose the ship itself gets buffed to make up for a nerf to the drone, because that is how the 1011 works. The drone is the life blood of the ship. The ship itself has very bad close quarters ability and has to rely on the drone a lot. A inty can easily dispatch  the ship itself, and the drone view gets messed up when you shoot it with ANY explosive weapon (or by ramming it). Also the drone dies in 1-3 shots from a disintegrator.    

 

 

34 minutes ago, TheDarkRedFox said:

It should have much less health, fire at a slightly greater range, and be destructible by the user.(by firing upon it)

The drone is the life of the ship, but it stays so close to the ship and can effectively “trap” the ship since it can’t be redeployed by the user while active. So by making it shoot further out and being manually destructible by maybe having the user shoot it or something that should work.

 

And having cooldown start after destruction seems a little overkill. Especially if the durability gets reduced to normal.

39 minutes ago, TheDarkRedFox said:

It should have much less health, fire at a slightly greater range, and be destructible by the user.(by firing upon it)

 

You gotta be kidding, it already fires at 12km… basically you are asking for the ship to be able to shoot from outside the map, in some maps you can’t even get far from the fight. Besides, you forgot about the proyectile speed, let’s say you can shoot from 16km and the drone has less resistance and bla bla bla, if you dont buff the speed, even a destroyer can dodge that shot.

 

Edit: Totally agree about the thingy to be destructible somehow, the normal way would be to press again the special.

1 minute ago, AhkNer said:

 

You gotta be kidding, it already fires at 12km… basically you are asking for the ship to be able to shoot from outside the map, in some maps you can’t even get far from the fight. Besides, you forgot about the proyectile speed, let’s say you can shoot from 16km and the drone has less resistance and bla bla bla, if you dont buff the speed, even a destroyer can dodge that shot.

How about take the disint range down to 10km and make the drone fire out up to 4km. That would be just how it is now basically. And take the resistance off.

Imo it just need hitbox adjusted with slight hp decrease. Its already annoying to use - any shoot or collision make your screen go nuts, you can’t destroy it by yourself to relocate, axis of rotation are sometimes awkward, Project 1011 is not much sturdy neither.
Damage was already nerfed once, it could deal 18k after resists right after launch.

2 hours ago, ComradeJedus said:

how do you purpose the ship itself gets buffed to make up for a nerf to the drone, because that is how the 1011 works. The drone is the life blood of the ship. The ship itself has very bad close quarters ability and has to rely on the drone a lot. A inty can easily dispatch  the ship itself, and the drone view gets messed up when you shoot it with ANY explosive weapon (or by ramming it). Also the drone dies in 1-3 shots from a disintegrator.    

 

The ship itself without the drone isnt at all more voulnerable than any other lrf up close. Every lrf can be hunted down by an inty. Thats how lrf work. I am sorry, but this isnt an argument for buffing the ship.

 

Explosives can wobble the drone around a bit, but thats no compensation for their inability to destroy it in an useful timeframe.

 

While the drone dies in 3 shots from a disintegrator, you can apply apply the damage of 3 disintegrator shots to the other lrf shooting you. Without your ship receiving any damage.

And remove the damned “unmasks your position when destroyed” thing. That’s the worst.

8 hours ago, TheDarkRedFox said:

And remove the damned “unmasks your position when destroyed” thing. That’s the worst.

There has to be some drawback for what is essentially risk free shooting.

On 7/20/2018 at 4:58 AM, Scar6 said:

There has to be some drawback for what is essentially risk free shooting.

It has far too much, the drone is too strong. I had a team of 6 trying to destroy one earlier and it consisted of Flux,coil, guided thermosphere and halo and what do you know… none of them did any damage. It’s hitbox needs substantial nerf 

here is a video of my latest attempt to destroy one with photon, it’s compressed. 

 

Star_Conflict_-_DisintegratorDestruction.zip

13 minutes ago, Snerpes said:

It has far too much, the drone is too strong. I had a team of 6 trying to destroy one earlier and it consisted of Flux,coil, guided thermosphere and halo and what do you know… none of them did any damage. It’s hitbox needs substantial nerf 

here is a video of my latest attempt to destroy one with photon, it’s compressed. 

 

[Star_Conflict_-_DisintegratorDestruction.zip](< base_url >/applications/core/interface/file/attachment.php?id=17323)

Hitbox is nothing. It just needs a serious durability nerf

1 minute ago, TheDarkRedFox said:

Hitbox is nothing. It just needs a serious durability nerf

hitbox is too the problem? A 9000/hit photon should not deal 300 damage… that is xxxx in every way. 

None of them did much, because all of those were explosive weapons, and coil? It doesn’t work against the micro-locator, it won’t work against this.

4 minutes ago, Snerpes said:

hitbox is too the problem? A 9000/hit photon should not deal 300 damage… that is xxxx in every way. 

The damage has nothing to do with the hitbox and you should know this. It just needs to be toned back to 0 resistance like everything else.

2 minutes ago, xXThunderFlameXx said:

None of them did much, because all of those were explosive weapons, and coil? It doesn’t work against the micro-locator, it won’t work against this.

Explosive weapons may not damage it, but I can attest they sure to make it miserable to use because it spins the camera all around.