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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Magpie Raven
ZionTCD Public Disorder.
242
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Posted - 2013.10.24 03:14:00 -
[1] - Quote
So weapons currently have fall off damage. This makes sense because most of our weapons are energy based. The further from the source they get the less powerful they get. Logical.
But what about when we get rail and projectile weapons? Will they implement decreasing damage after x amount of meters?
Not sure if this would mess things up or become imbalanced but why dont they have bullet drop? Makes sense for projectile weapons. Maybe not for rail weapons though.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1674
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Posted - 2013.10.24 05:36:00 -
[2] - Quote
We already have those weapon types. It's likely any new weapons will fit the paradigm that's already in place where every weapon has an optimal range and then falls off until it hits it's max range. Bullet drop will probably not be added. |
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CCP Wolfman
C C P C C P Alliance
2635
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Posted - 2013.10.24 06:02:00 -
[3] - Quote
We've done some tests with bullet drop in the past. The old 'experimental' sniper rifle had it. At the time it suffered pretty badly from network lag and we didn't take it any further. It would probably perform better now. At some point when we have less pressing things to work on it would be nice to look at it again. |
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Grimmiers
0uter.Heaven
263
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Posted - 2013.10.24 06:30:00 -
[4] - Quote
CCP Wolfman wrote:We've done some tests with bullet drop in the past. The old 'experimental' sniper rifle had it. At the time it suffered pretty badly from network lag and we didn't take it any further. It would probably perform better now. At some point when we have less pressing things to work on it would be nice to look at it again.
Minmitar Projectile Sniper with bullet drop make it happen!!! |
crazy space 1
Unkn0wn Killers
1904
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Posted - 2013.10.24 08:38:00 -
[5] - Quote
won't the minmatar AR be the falloff gun? : ( |
Godin Thekiller
Hellstorm Inc League of Infamy
1270
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Posted - 2013.10.24 10:37:00 -
[6] - Quote
CCP Wolfman wrote:We've done some tests with bullet drop in the past. The old 'experimental' sniper rifle had it. At the time it suffered pretty badly from network lag and we didn't take it any further. It would probably perform better now. At some point when we have less pressing things to work on it would be nice to look at it again. Wait, wasn't that the one with explosive rounds? Make it the Precision Rifle. DO IT. |
Arc-08
Horizons' Edge Orion Empire
118
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Posted - 2013.10.24 11:03:00 -
[7] - Quote
SMG's do have fallof damage. i can hit sombody from what, like over 120 meters, but i only do about 1 hp of damage, it's just enough to scare them into hiding behind a rock while i sneak up on them. |
Sephirian Fair
0uter.Heaven
114
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Posted - 2013.10.24 11:13:00 -
[8] - Quote
CCP Wolfman wrote:We've done some tests with bullet drop in the past. The old 'experimental' sniper rifle had it. At the time it suffered pretty badly from network lag and we didn't take it any further. It would probably perform better now. At some point when we have less pressing things to work on it would be nice to look at it again.
Goodness, I remember that thing. I tried to use it, but it had almost a 2 second delay after pulling the trigger to firing and you had a better chance of winning the lottery than predicting where the shot was going to land. It went everywhere. But it was also funny visual effect and sound that came with it. It made a railgun projectile splash explosion and sound effect when it hit terrain. XD |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
148
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Posted - 2013.10.24 17:17:00 -
[9] - Quote
I've been curious about the topic of weapon fall off damage for bit.
The ranges seem odd (very short) when you check the stats but in practical application I've been hammered by GEK / Duvolles from a loooong way away. Curious how this is reconciled.
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Ten-Sidhe
Osmon Surveillance Caldari State
529
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Posted - 2013.10.24 19:37:00 -
[10] - Quote
At the speed rail weapons fire projectiles bullet drop at max sniper range is few cenimeters, not worth the trouble. Close range hmg/smg it would not be noticable on projectiles either. Travel time on fast moving target would make a diffrence though.
EvE splits projectile into atrillery(long range slow rate of fire) and autocannon(short range highr rate of fire). Dust "artillery" like mass driver and prescion rifle should have bullet drop and autocannon like cqc weapons keep falloff/hitscan. It would be a big performance hit to calculate drop on hmg burst.
Way to fake little drop on combat rifle would be to have it shoot at a slight downward angle from aim point, so at max range it hits as low as bullet drop would have been. Hmg spread and smg range are to short for the diffrence to be noticed. |
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Ten-Sidhe
Osmon Surveillance Caldari State
529
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Posted - 2013.10.24 19:40:00 -
[11] - Quote
The absolute range on ar and scrambler is 250m. They do full damage to optimal range, this slopes to about 30% at effective range, then last 30% slopes to zero at 250m. |
SponkSponkSponk
The Southern Legion The Umbra Combine
437
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Posted - 2013.10.25 01:22:00 -
[12] - Quote
Jaysyn Larrisen wrote:The ranges seem odd (very short) when you check the stats but in practical application I've been hammered by GEK / Duvolles from a loooong way away. Curious how this is reconciled.
high ROF + extreme accuracy, especially when feathering the trigger. When time-to-kill is 0.5 seconds, even 30% damage application is enough. |
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