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Old 2006-06-06, 01:57 PM   [Ignore Me] #19
Firefly
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Gotta love insider info. Source is protected, approval for release granted. I considered releasing this on the official forums, but I hate most of the dumbass trolls there. Stupid ignorant morons really raise my blood pressure, and I'd rather just stay away from poltroons and troglodytes. Easier that way.

-- It's something that comes up a lot, but nothing's finalized. I
proposed an EMP-like chaff device, where the pilot would essentially
trigger an EMP on their craft that would make it so nothing can lock
onto it for three seconds (and flak will not proximity explode, although
direct hits still count). The drawback would be that for five seconds
the aircraft's fire control and bailing mechanism are scrambled.
(Undecided if it should also negate afterburner use.) The "chaff" would
take ten seconds to recycle. Using the weapon would have a visible
effect, so the attacker can do things like attempt to force a target to
use their chaff, then switch to guns while their fire control is down.

I wanted to add chaff in conjunction with a bailing change: pilots have
a short (like 1.2 sec) countdown to ejecting. So when you hit the bail
button, you would hear a "beep...beep...BEEEP! Whoosh!" The idea is to
make it more difficult to simply bail out of a bad situation, and to
make bailing onto towers require more skill.

I'm currently changing the wasp's missiles to require much more skill to
use. The idea is essentially to make the wasp the "sniper of the
skies", where it's weapons are devastating but are more difficult to
use. We're gonna tweak the values, but I'm currently testing these
missile changes:
- 3 second acquire time
- Lockon CoF that is about half the starfire's, so it is possible to
break lock through evasion maneuvers
- 1 second refire time
- 4 second reload time
- Missiles move at a fixed speed of 130kph, so they can be evaded with
AB.
- Increased damage per missile from 125 to 300 --three hits will kill a
skeeter or reaver, but will take a minimum of eight seconds of sustained
lock to accomplish.

(These numbers are almost certain to change, though, possibly today.
Still tuning it.)

The goal is to make missiles devastating but require skill to land, and
allow skilled pilots a real chance of evading them.

Also, the wasp gun is being changed completely. For that matter, a lot
of other things are changing on the wasp, too, heh.

-----------------

We're going through a lot of tweaks right now with the wasp --like just
in the last hour the missiles have been tweaked quite a bit. We're
gonna put it on our internal test server and do some dogfighting to get
a better feel for it before it goes on test.

Another thing we're experimenting with is giving it a "tactical
afterburner", where it fires for only a few seconds (giving a max speed
of about 210kph) but recharges every seven seconds or so... the idea is
that it can be maneuverable in dogfighting without giving it the uber
edge of a tighter turn radius. Honestly, I have no idea how it's gonna
play, though, so we're gonna test it a lot. This is a really tough
vehicle to balance, so it's going to get more iteration than normal
before going live (and it won't go live until most people feel it's
balanced).

Also, playing with the wasp having about 20% less armor than the
mosquito. It's harsh, but we're aiming for an aircraft that is very
deadly in skilled hands, but vulnerable with an unskilled pilot. It
might be too gimped, we'll see in testing hehe
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