by IceDreamer » 03 Mar 2013, 00:31
The Aurora changes are an extremely poor bit of logic, Pil0t, I'm disappointed. I understand your intentions, but you have not fixed a bug, what you have done is introduced a workaround to the bug, and one which is poor in conception and even poorer in implementation. These units have been balanced from the ground up around the fact that they must turn their entire body to fire. Changing this fact is far too big a change for one go. Also, this bug is not even a bug at all, but an intended feature...
Their lack of responsiveness is nothing to do with the turret, and is a design feature, not a bug. To compensate for these units being able to traverse water thanks to hover, and as a feature/lore design, ALL hover units have lower acceleration than their wheeled or tracked counterparts. It makes sense too, if you consider the physical behaviour of an IRL Hovercraft. You can't just say 'I don't like this design feature, so I'm going to change it'. No, there has to be proper thought put into such a massive change.
1: Lock the Turrets again. This IS NOT a good solution to the problem.
2: Examine the facts - Long has Aeon been micro-heavy in return for power. The behaviour of hovering units has long been a part of that.
3: If you insist on changing it, do the following:
- Allow the turret to move by roughly 5 degrees to each side. This allows a little leeway while keeping the turn rate of the unit the driving force behind its behaviour.
- Increase the unit's TurnFacingRate, TurnRate and MaxAcceleration, decrease the DragCoefficient and MaxSpeed. Might I suggest +30, +30, +0.2, -0.05, and -0.1 respectively as a starting point.
As an aside, one change to SAMs I'd like to see which can only have a positive effect, and will naturally cut down on overkill:
+100% Projectile Velocity