Natural said:I think that it should be considered for vehicles only. What kind of heat signature does a player put out anyway? <shrug>
jetting for longer than about a second puts your heat signature high enough for a lock. You can evade the missile by dropping below that. I seriously doubt that anyone who says "all you have to do is watch your energy consumption" has ever even gone faster than 300kph.Natural said:I think that it should be considered for vehicles only. What kind of heat signature does a player put out anyway? <shrug>
TerroX said:Keep it, no lock on players.
Or make lock time depend on the amount of heat - so locking on vehicles is very fast but locking on a player is slower (vehicles have 100% heat, players have 0-100% heat depening on their bar, 0.0 to 1.0 in code).
But then you lose AA guns and Missile turrets against players (lose missile you should lose AA gun too). Unless you dont mind being missile turreted, I dont care about those because you can always blow them up before going in.
TerroX said:locking time is always the same no matter how much heat.
locking on a player at 50% heat is as fast as locking on to a gravtank. Dunno if that was the question.
But letting anything kill everything is pretty lame, its obvious that vehicles are different, have different weapons - so using different weapons to kill them should be pretty basic.
Oh, when keeping missile launcher I was assuming it should dumbfire against players and lock on vehicles.
BTW: just because T1 was fun does not mean t2 is gay and t3 should copy t1.
I've said this many times over.Natural said:I think that it should be considered for vehicles only. What kind of heat signature does a player put out anyway? <shrug>
Archaic said:I've said this many times over.
Another solution could be to start players with flares, because RL ruined cluster in T2.
Archaic said:I've said this many times over.
Another solution could be to start players with flares, because RL ruined cluster in T2.