Kosty, we know you don’t see the problem here. This solution is actually in your ballpark of thinking. BUT you just brought few interesting points.
a) you just said to one of the very good intie pilots to switch to another role
b) I think Adam already has that
c) if you have bad build, skill will not help you much
d) Great that you mentioned it. This game was always paper -> rock -> scissors. I have no idea why someone came up with “yeah, we will lock the turrets on inites. Strafe builds will work, rotation and dogfight - naaa, only Taka is using that properly, rest is just spinning around.” instead of adding few counters to Tackler/guard/ecm modules (like Gravi Beam - “when hit, reduces rotation for 1 second by xx%, effects stacks if the beam stays on the target longer”, or the guard module “reduces speed and rotation of any ship in the range”. That way - dogfights can be still circular, but natural inite enemies could counter them properly.
e) I just don’t see the point of comparing tank killer/CAS to ASF, however if you are comparing recon to recon, you should have similar capabilities
Also - even in real life modern fighters have “out of the bore” aiming capabilities, allowing them to engage targets even in different quadrants from the front one. Missiles that are designed to do so, can be even fired backwards in some situations, but usually they can be launched against targets up to 90 degrees from the direction the aircraft is facing. Cannon is always viewed as a last resort now as it requires direct aiming of the whole aircraft. So we have primary weapon system capable of shooting in frontal half-sphere and secondary system that needs the nose of the aircraft to be pointed in the target direction. In this game the roles are switched - guided missiles are secondary, guns are primary - but the whole principle of primary system shooting out of the bore targets was here from the beginning.
Before you start to yell at me, please take a moment to think about alternatives to butchering interceptor capabilities and maybe you will have some other ideas to be implemented in later patches.
PS Also - in real life development are small turrets for shooting down enemy missiles, but I think you know what I have in mind.
PS2. If you will want response from me in this topic, It can take a few weeks as I am generally not active anymore. For such situation, I would like to apologize upfront.
a) I did not say change roles, you did.
b) You can specialize even within a class-role, you can make a CovOp/Recon excel at hunting down inties or you can make them bust a frigate in a matter of seconds, but i am sure you know that much. Even on that video, you can clearly see the CovOp not built for dog-fighting, it has good enough rotation and strafe to deal with fighters and frigs, and before this change it would be enough to deal with inties simply due camera rotation/high sensitivity mouse. Why when you build a Frigate to deal with inties you heavily invest in projectile speeds? Why when you build a fighter to deal with inties at close range you invest heavily in rotation and chose weapons accordingly, why interceptors don’t need to do that? Majority of inty players (better ones) Ignore specialization options, and always make same “do-it-all” build, tier to tier, ship-to-ship, now “do-it-all” got weaker, which makes specialization more viable, hence more variety. If anything it just raises the skill level required to fly interceptors, what is wrong with that?
c) There is a bad build, and there is a bad build that good enough to deal with worse pilots
d) If you think Rotation does not work, than you you should try again, because it does. “paper > rock >scisors” - exactly the idea and an intent of this change - so far people try to build and use it as “interceptor > (paper/rock/scissors)”
e) no, recon =/=recon, or any other role for that mater, there are plenty of ways to specialize each role to be really great at one thing and average-ok at others, that changes the game-flow drastically. I have a peregrine with 1x engine, it has about 160 pitch, 2x caps+3x CPU into DPS (+1 proton), RF BLatser/Suppressor with supernova/curved the whole idea of such build is to bust fighters and frigs, yet i was easily, with next to no effort outdoing Gray Falcons in a dogfight controlled by meh pilots, like ArcTic for example, to me this is wrong, a cruise gauss tackler busting a Destroyer kind of wrong, i still think i can go toe-toe with it, but it will requer effort.
@PS2 does it mean you have not even tried new firing arc on interceptors prior to making this comment?
Don’t fixate on this change as a “turn key fix”, it was a general problem
xKost, Ok, I will drop this discussion after this as: I seem to be one of very few that care. I can live with that. It also doesn’t kill my performance and I might just be a little butt hurt as I really like interceptors and any change could get me into a crazy frenzy, (we all get that once in a while.)
Can you or anyone explain what the general problem was then. I stay pretty active and informed on the forums and patch notes yet have a hard time finding the general problem that interceptors can use free aim or firing behind them.
The reason I and many came to the conclusion that it was a turn key problem was:
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The russian 2nd place tutorial winner complained about the turnkey which was the entire purpose of his winning post. (there was a large russian discussion and I thought I read this was one of the fixes. thanks google translate.)
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Around the same time there was a NA complaint about turn key. There are many players well respected that don’t like T5 turnkey exploit.
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There was very little to no explanation as to why this occurred and most importantly the 1.35 patches appears to be reluctant to provide a great description as to why this was needed or happened.
So a simple explanation and I’ll drop it like 3rd period French.
Papitas, thanks I’ll try changing my play style to match
Just because sometimes someone does not complain about something, does not mean there are no problems or potential.
Manual Turning was just a last drop, there are always different ways to approach different issue, there were different proposals, but devs decided to go with this one, and as you said your self " It also doesn’t kill my performance", I like this particular change because unlike some others, this one does not limit game-play, it forces the variety, and IMHO increases the skill requirement for flying interceptors
3)SC “traditions” :005j: