Afterburner speed / camera shake amount

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Yoshimitsu
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Re: Afterburner speed / camera shake amount

Post by Yoshimitsu » 07 Nov 2015, 06:35

The laser grid in D:U would be fine except for one thing; it's instakill. What it should do in order to be fun and useful at the same time is to create a forcefield like those found in Descent 2, the ones that bounce you back and do a little bit of damage.

In Descent 1&2 proximity bombs had a timer so that they self destructed after a while. That helped them to not clog the entire map.

InVader
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Re: Afterburner speed / camera shake amount

Post by InVader » 07 Nov 2015, 12:10

Dusty267 wrote:Well, you also have to think about quantity. If we have mines, we can't have 10 or 15 littering a room, that is no fun to die by running into stuff. A couple for each pilot is a good idea, with maybe a cooldown timer? (Like an ability?) The maps are small in some spots and you could clog a hallway with them and trap someone.
This shouldn't be much of a problem because the mines explode when they get shot.

Personally I would just restrict the amount you can carry. About 5 of each type (I'd have at least 3 types of mines).

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Urungus
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Re: Afterburner speed / camera shake amount

Post by Urungus » 11 Nov 2015, 19:15

1/2Hawk wrote:Is the equivalent in D:U that laser grid? I hear nothing but complaints about that thing.
I deplore that laser grid!

And yes, I concur about the shaking. I spilled my coffee all over the cockpit!
Can it be a ramped affect? From very little to full on teeth rattle about half way through your timer?
I've managed to escape with an AB, granted it may only have bought me ten seconds or so but it's enough time to grab a shield booster or reorient myself with my opponent.
We're going to need a bigger boat.

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Urungus
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Re: Afterburner speed / camera shake amount

Post by Urungus » 11 Nov 2015, 19:25

Perhaps it would be a good idea to wait for the UE4 conversion to add mines that way it would probably be a lot easier for you guys.
We're going to need a bigger boat.

MaxT
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Re: Afterburner speed / camera shake amount

Post by MaxT » 12 Nov 2015, 05:36

I may have missed this in the discussion...

If you go into the Game settings in the options, you can reduce and even disable the camera shake.

I disabled mine, and no more shaking on AB use. :p

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MadMax1998
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Re: Afterburner speed / camera shake amount

Post by MadMax1998 » 12 Nov 2015, 13:22

Yes, but it also reduces/disables all other shakes (when you shoot and take damage).
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Wookie
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Re: Afterburner speed / camera shake amount

Post by Wookie » 13 Nov 2015, 18:37

MaxT wrote:I may have missed this in the discussion...

If you go into the Game settings in the options, you can reduce and even disable the camera shake.

I disabled mine, and no more shaking on AB use. :p

that helped me alot! thx! :)
then again - if the ship takes damage, a shake would be nice...

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Aggressor Prime
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Re: Afterburner speed / camera shake amount

Post by Aggressor Prime » 21 Nov 2015, 19:11

I think the AB needs more speed. I don't use it much because I honestly can't tell the difference and the shake makes it not worth it for me.

InVader
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Re: Afterburner speed / camera shake amount

Post by InVader » 03 Dec 2015, 14:33

Aggressor Prime wrote:I think the AB needs more speed. I don't use it much because I honestly can't tell the difference and the shake makes it not worth it for me.
Yeah I also feel like the afterburner is a bit too slow. Trichording might actually give you more speed than the afterburner.

Since we are here, trichording and the afterburner should kinda complement each other. You can do trichording in any direction, facing almost anywhere. With the the after burner you are limited to boosting only forward at the expense of energy, so it needs to have a big enough advantage for it to be worth using.

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MadMax1998
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Re: Afterburner speed / camera shake amount

Post by MadMax1998 » 03 Dec 2015, 15:22

Did you guys see the difference in top speed the AB makes in R3? We increased it by 12%.
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