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Thread Statistics | Show CCP posts - 10 post(s) |
Django Quik
Dust2Dust.
2038
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Posted - 2014.01.14 19:33:00 -
[331] - Quote
Been reading all of this over the last day or so and am frankly dismayed to see scouts themselves suggesting horrible "compromises". We don't deserve compromise in order to get the honestly tiny and long needed buffs we want. A second equipment slot added to our suits as they stand would not make them OP by a long shot.
Everyone needs to keep in mind that all along we've all said scouts need to be viable without relying entirely on cloaks. There are many current useful fits and playstyles that would disappear if our sidearm slots are taken away and that would be terrible for the game. New suits and equipment are supposed to add diversity to this game, not reduce it!
NO to any compromises!
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Quil Evrything
Triple Terrors
729
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Posted - 2014.01.14 19:35:00 -
[332] - Quote
Django Quik wrote:Been reading all of this over the last day or so and am frankly dismayed to see scouts themselves suggesting horrible "compromises". We don't deserve compromise in order to get the honestly tiny and long needed buffs we want. A second equipment slot added to our suits as they stand would not make them OP by a long shot.
Everyone needs to keep in mind that all along we've all said scouts need to be viable without relying entirely on cloaks. There are many current useful fits and playstyles that would disappear if our sidearm slots are taken away and that would be terrible for the game. New suits and equipment are supposed to add diversity to this game, not reduce it!
NO to any compromises!
You seem to be suffering under the interesting illusion that we actually have any power to say "NO". It seems quite obvious that we're not going to get the pure addition. It seems also quite obvious that if we cant make up our collective minds on what we'd prefer to trade... then CCP will pick the trade for us. |
Kato Ymmij
The Exemplars Top Men.
27
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Posted - 2014.01.14 20:12:00 -
[333] - Quote
Quil Evrything wrote:Django Quik wrote:Been reading all of this over the last day or so and am frankly dismayed to see scouts themselves suggesting horrible "compromises". We don't deserve compromise in order to get the honestly tiny and long needed buffs we want. A second equipment slot added to our suits as they stand would not make them OP by a long shot.
Everyone needs to keep in mind that all along we've all said scouts need to be viable without relying entirely on cloaks. There are many current useful fits and playstyles that would disappear if our sidearm slots are taken away and that would be terrible for the game. New suits and equipment are supposed to add diversity to this game, not reduce it!
NO to any compromises! You seem to be suffering under the interesting illusion that we actually have any power to say "NO". It seems quite obvious that we're not going to get the pure addition. It seems also quite obvious that if we cant make up our collective minds on what we'd prefer to trade... then CCP will pick the trade for us.
Maybe you're right, maybe it won't be so bad for scouts. CCP might actually give us more health than a drop uplink. Or hell, they might skip the middle man and just rename the scout class to CLOAK since that is what all scouts we be required to run to stay competitive w/ the predator logis. I just don't understand how anyone can think that the scout class will suddenly become op with the addition of an extra slot ( everyone is assuming that cloaks are godmode for some reason). |
Onesimus Tarsus
818
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Posted - 2014.01.14 20:16:00 -
[334] - Quote
GLOBAL RAGE wrote:I use my Dragonfly to snipe, and want my Toxin SMG.
Ha! you want the scout to be able to do TWO things?
Foolish scout.
I got my hand around the pistol grip, and the safety's off.
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Daxxis KANNAH
Distinct Covert Initiative
650
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Posted - 2014.01.14 20:20:00 -
[335] - Quote
Quil Evrything wrote:Daxxis KANNAH wrote:Quil Evrything wrote:Shutter Fly wrote: Personally, I don't really want a speed buff, just stamina (50-75% preferably).
pfft... I dont care that much about a sprint speed buff.. I DO want a walk speed buff though. This would definitely not "break the game" due to speed limits.. but it would make the scout a whole lot more useful in many ways. How does sprint break it and not movement. CCP has explicitly said in the past, that there was a problem with people being alowed to move faster than 11m/s or something, because that breaks hit detection. Anything slower than that -- ie: walking -- does not "break the game". Your gripes about hyper-strafing, are not "breaking the game". Rather, it is an example of keyboard users exploiting bad coding. The problem there is simple bad game mechanics. Peple should not be allowed to jump from moving 5m/s west, immediately to moving 5m/s east, at the press of a keyboard key. There should be a mandatory transition period coded in of a few milliseconds, to emulate real-world physics, like most other things in the game. Please feel free to file a bug report about that :)
But you know those vehicles we have....
They all move faster than 11 m/s
In your blind spot
No Quid Pro Quo
Line in the Sand
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Quil Evrything
Triple Terrors
730
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Posted - 2014.01.14 20:27:00 -
[336] - Quote
Daxxis KANNAH wrote:Quil Evrything wrote: CCP has explicitly said in the past, that there was a problem with people being alowed to move faster than 11m/s or something, because that breaks hit detection. Anything slower than that -- ie: walking -- does not "break the game". ...
But you know those vehicles we have.... They all move faster than 11 m/s
A problem with PEOPLE moving that fast. As in, infantry.
First of all, vehicles are bigger, therefore, bigger hitbox. So, harder to miss.
Secondly, they may well have a different collision detection mechanism.
Lastly... there may well be the same problems for vehicles. The thing is, it doesnt matter, if some anti-personel weapons miss them. They do almost no damage against vehicles. What matters, is the anti-vehicle weaponry. It seems reasonable to assume that the collission detection in that realm is handled differently.
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KayDidYue
Mercenaries On Duty
36
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Posted - 2014.01.14 20:38:00 -
[337] - Quote
CCP Remnant wrote:So here's a question... would you like a Caldari Scout skill that actually increased the precision of anyone caught within the passive radius even if there was NO UI FEEDBACK telling you the adjusted scan precision/profile values? I'd love to make the Caldari Scout a jammer suit, but without decent UI feedback it'd be more confusing than enjoyable.
It has seemed to me that the dev's preferred the Caldari over other races. So this, to me, shows that my suspicions where correct.
IMHO my Min's and Gal's are the ones that have been nerfed more than Caldari; and now, since most that want to run as a scout use the Gallente scout, we were extremely nerfed and are being hunted for bonuses.
Just goes to show me, that we are the most abused and unwanted.
Male or female, noob or pro, my SR is steady, and my trigger ready.
Walk or run, if you're in my scope, you will die!
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Daxxis KANNAH
Distinct Covert Initiative
651
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Posted - 2014.01.14 20:42:00 -
[338] - Quote
Quil Evrything wrote:
A problem with PEOPLE moving that fast. As in, infantry.
First of all, vehicles are bigger, therefore, bigger hitbox. So, harder to miss.
Secondly, they may well have a different collision detection mechanism.
Lastly... there may well be the same problems for vehicles. The thing is, it doesnt matter, if some anti-personel weapons miss them. They do almost no damage against vehicles. What matters, is the anti-vehicle weaponry. It seems reasonable to assume that the collission detection in that realm is handled differently.
I can accept that. Would love clarification / confirmation from CCP
And then that prompt movement speed increase
In your blind spot
No Quid Pro Quo
Line in the Sand
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Ghost Kaisar
Titans of Phoenix Legacy Rising
1874
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Posted - 2014.01.14 21:05:00 -
[339] - Quote
Quil Evrything wrote:Daxxis KANNAH wrote:Quil Evrything wrote: CCP has explicitly said in the past, that there was a problem with people being alowed to move faster than 11m/s or something, because that breaks hit detection. Anything slower than that -- ie: walking -- does not "break the game". ...
But you know those vehicles we have.... They all move faster than 11 m/s A problem with PEOPLE moving that fast. As in, infantry. First of all, vehicles are bigger, therefore, bigger hitbox. So, harder to miss. Secondly, they may well have a different collision detection mechanism. Lastly... there may well be the same problems for vehicles. The thing is, it doesnt matter, if some anti-personel weapons miss them. They do almost no damage against vehicles. What matters, is the anti-vehicle weaponry. It seems reasonable to assume that the collission detection in that realm is handled differently.
This is what I don't understand.
We get speed for a tradeoff in eHP.
The point of the speed and mobility is that we should be harder to hit, thus balancing the low eHP.
Except now people don't want them to move faster. Why? CAUSE THEY GET HARDER TO HIT.
ISN'T THAT THE FREAKING POINT!?!?!?!
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Quil Evrything
Triple Terrors
732
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Posted - 2014.01.14 21:25:00 -
[340] - Quote
Ghost Kaisar wrote: This is what I don't understand.
We get speed for a tradeoff in eHP.
The point of the speed and mobility is that we should be harder to hit, thus balancing the low eHP. Except now people don't want them to move faster. Why? CAUSE THEY GET HARDER TO HIT. ISN'T THAT THE FREAKING POINT!?!?!?!
there's a difference between, "that guy is moving so fast, it's difficult for me to keep my weapon pointed at him" vs "I have my weapon pointed at him, it's on target, but the hits arent registering".
The former, is okay. The latter, is a game engine bug, and the issue at hand here.
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mollerz
Minja Scouts
1858
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Posted - 2014.01.14 21:35:00 -
[341] - Quote
That argument fails when i hit vehicles and dropships as a scout running! Stop perpetuating that BS.
It is absolutely a handicap for ****** players just like auto aim.
You gotta hustle if you wanna make a dolla
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Quil Evrything
Triple Terrors
733
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Posted - 2014.01.14 21:42:00 -
[342] - Quote
mollerz wrote:That argument fails when i hit vehicles and dropships as a scout running! Stop perpetuating that BS.
I dont think you read it carefully. What you just wrote, doesnt mesh with what I described. And even if it is BS -- it's what has been OFFICIALLY POSTED by a dev as the reason.
No i dont have a convenient reference, but I have seen a blue-tagged post myself, directly stating this as the reason. Having infantry running faster than (some specific number) breaks hit detection. That is to say, hit detection BY WEAPONS.
That's not the same thing as saying if you run really fast, you suddenly can run through walls. There are completely different mechanics involved. (although sometimes, it does also make you more likely to get stuck in scenery. But not neccesarily)
If you find this difficult to belive or understand, and you'd really LIKE to understand, then go spend a few months learning 3D engine programming. If you cant be bothered, then take my word for it. Because I've done the months of work learning it. (and lemme tell you, UnrealEngine internals are... indeed quite unreal) |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
38
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Posted - 2014.01.14 21:42:00 -
[343] - Quote
Garrett Blacknova wrote:Shutter Fly wrote:Garrett Blacknova wrote:Shutter Fly wrote:Imagine this situation, one that is incredibly likely and often unavoidable.
Two assault players are standing next to each other, they hear a decloak and a shotgun blast. The second blast finishes the first assault as he warns the 2nd it is a Gal Scout. Instead of attempting to immediately fight back, he started running after hearing the first shot, knowing that the adversary is much less effective at >5m and has no other means of attack. He then turns and collects his guaranteed kill as the scout turns to run after finishing the first adversary. Meaning sneaking up on just two adversaries cloaked with a shotgun would still leave the scout at a disadvantage.
If the scout had a possibility of a sidearm, turning and running may have been suicide for the assault, as an SMG or ScP would have made quick work of him. The assault would have had to choose whether to run and predict the absence of a sidearm, or immediately fight back and rely on his skill and gun game. Giving the scout a sidearm makes the situation much more dynamic and rewarding of both intelligent and skillful play by both parties, which results in a much healthier and much more enjoyable game. And here's how the Scout avoids this problem. Two Assault players are standing next to each other. They hear a Shotgun blast, and one is dead already because the Scout aimed high. The other turns towards his partner as he falls, seeing the Scout already turning to take a shot at him. By the time he can think to back up, he's taken a hit, and his suit is heavily damaged. Because he's facing the Scout, any attempt to backpedal can be matched by the Scout, so the second shot finishes the job. The sound of multiple Shotgun blasts, and the sight of 2 dead teammates on the kill feed has drawn reinforcements towards the Scout, but as they approach, they hear a different sound. By the time they show up, there's no trace of the killer. That's assuming a shotgun headshot will ohk an assault, which at the current time isn't always the case. If we're assuming all Proto on both sides, it often isn't the case, as it is nearly impossible to get a FULL headshot with the shotgun. Since we can only consider what we currently know/have, then your proposed situation isn't necessarily viable, as Proto vs Proto means the shotgun would be 2HK or 3HK at best. I can OHK protosuits semi-regularly using a Militia Shotgun with no damage mods. If I don't OHK, either I missed (unlikely when hitting with the element of surprise on my side) or they're so close to death that I can go for the melee kill before turning to shoot the other guy. When I bring a real Shotgun or my Militia fit with damage mods, only Heavies and supertank Logis take more than one hit.
I dont beleive that that is possible. Unless you have three damage mods, a shotgun does, at the most (at STD level) under 500 dmage with a 10% reduction to armor. considering that gallogis can have somewhere near 1000 armor, and close to 200 sheild, attacking them with a gun that does under 500 damage and one shotting them does not seem likely, unless they forgot to put any modules on their suit. In fact, I've run into basic gallente assaults that require >1 full headshot to kill, as they can easily fit 350+ armor in modules, not to mention a 200+ base. In general, it takes 2-3 shots to kill a proto semi tanked logi if all shots hit in optimal range. However, I dont doubt that you are good with a shotgun
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
38
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Posted - 2014.01.14 21:48:00 -
[344] - Quote
Aeon Amadi wrote:Maken Tosch wrote:Well, if we're going to lose a side arm but gaining an extra equipment slot, wouldn't that mean our CPU/PG should get buffed? Surely more equipment would require more CPU and PG, right? It would make sense if we get buff to that as well if we're going this route.
@Flutter Sh... err... Shutter Fly
I can see what you mean that if you are cloaked then you already setup the advantage and should have a greater likelihood of killing both targets if none of them knew you were there due to the cloak. The loss in the ability to have two optimal ranges could also be a factor.
In this case, perhaps a movement and sprint speed buff would be in order since scouts should be inherently faster to begin with. Unlike medium and heavy frames, we don't have that much stuff carrying around. Would you be ok with losing the sidearm slot if it meant being given a sufficient speed buff? If so, what would be the minimum buff you expect? If not, what other compensation would you work with?
EDIT: or would you rather not lose the sidearm slot at all? And what of the Scouts who don't want to run cloaking devices?
You dance for medium and heavy frame users, and hope they laugh too hard at seeing a scout without a cloak to kill you in less than a quarter second It provides them with excellent entertainment
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Garrett Blacknova
Codex Troopers
4336
|
Posted - 2014.01.14 21:56:00 -
[345] - Quote
You guys want some logic to go with that vehicle hitbox thing? There are two reasons why vehicle hitboxes work better at high speed:
1. Size - larger hitboxes are easier to track accurately within the gameworld.
2. Moving parts. A tank - the vehicle with the most moving parts, has only 3 semi-independent sections to its hitbox. The hull, the main turret, and the weapon barrel. A Dropsuit, on the other hand, consists of at least 11 independent moving entities. This is assuming the feet aren't flexible, and that both hands are bound to the weapon model and not tracked independently. In addition to all the extra moving parts, the range of movement is much greater on the dropsuit than a tank. The movements are also more constant AND faster, but ALL parts of the character model and hitbox have to remain together at all times. |
ANON Cerberus
Tiny Toons
16
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Posted - 2014.01.14 22:04:00 -
[346] - Quote
It matter not how fast a scout suit can run because if the stupid auto aim / aim assist doesn't lock them onto you, then the ridiculous mechanic of being shot will severely slow you down.
On top of that you might get the sprinting bug that will NOT let you sprint what so ever. Honestly I hate the AA mechanic the most, then the silly being shot slowdown feature.
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Garrett Blacknova
Codex Troopers
4336
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Posted - 2014.01.14 22:07:00 -
[347] - Quote
Gavr1lo Pr1nc1p wrote:I dont beleive that that is possible. Unless you have three damage mods, a shotgun does, at the most (at STD level) under 500 dmage with a 10% reduction to armor. considering that gallogis can have somewhere near 1000 armor, and close to 200 sheild, attacking them with a gun that does under 500 damage and one shotting them does not seem likely, unless they forgot to put any modules on their suit. In fact, I've run into basic gallente assaults that require >1 full headshot to kill, as they can easily fit 350+ armor in modules, not to mention a 200+ base. In general, it takes 2-3 shots to kill a proto semi tanked logi if all shots hit in optimal range. However, I dont doubt that you are good with a shotgun
We'd been talking about Assault suits at the time that comment came up. Which Assault suit is referred to as a "gallogi" again?
And I said I can "semi-regularly" OHK protosuits.
Also, pretty sure the 195% headshot damage can bring me a lot closer to 800 than 500 most of the time.
Lastly, one of the failure conditions I specified was that the enemy suit was weakened badly enough that I could finish them with melee, which, so far, has usually been the case when I land a clean headshot. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
39
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Posted - 2014.01.14 22:12:00 -
[348] - Quote
Garrett Blacknova wrote:You guys want some logic to go with that vehicle hitbox thing? There are two reasons why vehicle hitboxes work better at high speed:
1. Size - larger hitboxes are easier to track accurately within the gameworld.
2. Moving parts. A tank - the vehicle with the most moving parts, has only 3 semi-independent sections to its hitbox. The hull, the main turret, and the weapon barrel. A Dropsuit, on the other hand, consists of at least 11 independent moving entities. This is assuming the feet aren't flexible, and that both hands are bound to the weapon model and not tracked independently. In addition to all the extra moving parts, the range of movement is much greater on the dropsuit than a tank. The movements are also more constant AND faster, but ALL parts of the character model and hitbox have to remain together at all times. Just a question--hasn't hit detection been greatly improved in addition to the addition of potent aim assist? With these two things, and the huge lack of armor/sheilds on a scout suit, it seems only right that scouts should have some form of marginal speed increase, especially minmatar scouts which are actually slower than gallente scouts at full speed. if you reread the OP ( all those text filled pages before this one), i suggested part of the minmitar bonus to be a 3% buff to movement and sprint speed per level. This may need to be nerfed down to 2%, however lets take a look at the numbers.
Minmitar full speed-10.43 m/s Gallente full speed- 11.11 m/s
After next patch, if my current minmitar bonus goes into effect-
minmitar base speed-7.91x 1.05(biotics bonus)x1.15(minmitar racial bonus)x(1+(.12x2x1.05)) (kinetic catalyzers x2) this number comes out to be roughly 11.96 m/s (rounding up). This means that the minmitar scout, without any profile dampeners or stamina boosters, at maximum level skills, with a 3% (not 2%) bonus per level to movement/ sprint speed would be moving at under 12 m/s. I dont see this as game breaking, especially with aim assist. I only see it as an improvement to a class designed to speed tank, and that class finally given an improvement to this ability. Don't wory though- your rail rifles will still 2-3 shot us :P
P.S. Just to show you guys what a 2% bonus to sprint speed per level would look like: 7.91x 1.05(biotics bonus)x1.1(minmitar racial bonus)x(1+(.12x2x1.05)) (kinetic catalyzers x2)=11.44 m/s, rounding up
P.P.S all of the sprint numbers were calculated assuming that the bonuses stacked, i.e. they gave the maximum possible numbers for sprint speed for the minmitar scout
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Django Quik
Dust2Dust.
2042
|
Posted - 2014.01.14 22:20:00 -
[349] - Quote
The whole too much speed thing was an old issue mostly back in Chromosome and earlier Uprising builds where hit detection was terrible. I see no reason why, now that hit detection has been (mostly) fixed (for most weapons), scouts can't have their high speed (both sprint and movement) back.
And to the response to my previous anti-compromise post - what we need to do is not simply accept the suggestions that getting an extra equipment slot will make us OP and continue to argue our case for getting a proper buff without having to destroy many of the few playstyles that we've actually managed to be successful with while we've been so UP. I refuse to be cajoled into having to use a rifle because no other weapon type has the ammo and range to actually be useful as a lone weapon.
NO COMPROMISES!
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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mollerz
Minja Scouts
1858
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Posted - 2014.01.14 22:31:00 -
[350] - Quote
Quil Evrything wrote:mollerz wrote:That argument fails when i hit vehicles and dropships as a scout running! Stop perpetuating that BS.
I dont think you read it carefully. What you just wrote, doesnt mesh with what I described. And even if it is BS -- it's what has been OFFICIALLY POSTED by a dev as the reason. No i dont have a convenient reference, but I have seen a blue-tagged post myself, directly stating this as the reason. Having infantry running faster than (some specific number) breaks hit detection. That is to say, hit detection BY WEAPONS. That's not the same thing as saying if you run really fast, you suddenly can run through walls. There are completely different mechanics involved. (although sometimes, it does also make you more likely to get stuck in scenery. But not neccesarily) If you find this difficult to belive or understand, and you'd really LIKE to understand, then go spend a few months learning 3D engine programming. If you cant be bothered, then take my word for it. Because I've done the months of work learning it. (and lemme tell you, UnrealEngine internals are... indeed quite unreal )
A DEv is just a coder. And well, bad coding is bad coding. We'll just leave that and move on.
FYI- I am a game developer. I have an impending product, and an LLC. I spent the last three years learning blender, unity, and xcode. The reason I didn't consider using the unreal engine is their "cut" of your profits.
You gotta hustle if you wanna make a dolla
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
39
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Posted - 2014.01.14 22:34:00 -
[351] - Quote
Garrett Blacknova wrote:Gavr1lo Pr1nc1p wrote:I dont beleive that that is possible. Unless you have three damage mods, a shotgun does, at the most (at STD level) under 500 dmage with a 10% reduction to armor. considering that gallogis can have somewhere near 1000 armor, and close to 200 sheild, attacking them with a gun that does under 500 damage and one shotting them does not seem likely, unless they forgot to put any modules on their suit. In fact, I've run into basic gallente assaults that require >1 full headshot to kill, as they can easily fit 350+ armor in modules, not to mention a 200+ base. In general, it takes 2-3 shots to kill a proto semi tanked logi if all shots hit in optimal range. However, I dont doubt that you are good with a shotgun
We'd been talking about Assault suits at the time that comment came up. Which Assault suit is referred to as a "gallogi" again? And I said I can "semi-regularly" OHK protosuits. Also, pretty sure the 195% headshot damage can bring me a lot closer to 800 than 500 most of the time. Lastly, one of the failure conditions I specified was that the enemy suit was weakened badly enough that I could finish them with melee, which, so far, has usually been the case when I land a clean headshot.
I apologize, I misread logi as assault. You have my condolences for any trauma my misinterpretation may have caused you. But, solely for the sake of this argument, i will attempt to analyse the effectiveness of a shotgun upon the future gallente assault gk.0 (racial bonus=5% per level to armor plate eficacy) low slots=4 high slots=3 ( however we will assume that these will be dedicated to damage mods, as any person who has put the time forth to level a suit to proto would know that shield extenders are nigh useless, and take up far too much cpu/ pg for what they give to the user) base armor=210*1.25(armor bonus)=262.5 base armor now for the armor mods. Now, I know most people, (if they are decent players) do not run >1 proto armor plate, due to the movement speed penalty, but instead choose to stack ADV plates, and keep very potent armor repairing nanohives on them. For the sake of the argument however, we will assume 1 proto reactive plate, 2 advanced basic plates, and 1 proto basic plate.this comes out to be--135+2(115)+60=425 ( if they knew how to tank themselves in a more logical manner, this number would be either 480 or 500, with a maximum of 540, however we will assume that the players who are in question do not know how potent armor hives are, and instead utilize repair plates) so, we are left with 425 armor bonus from plates. 425x1.1(armor plating level bonus)=467.5x1.25=584.375 armor from plating on a relatively poorly designed gallente assault suit. add this to 262.5 base, and you get a grand total of 846.875 armor (847, rounding up.)
Now if we look at the current gallente assault armor, which is the assault in question, we simply take 467.5 armor and add it to the 262.5 base to give a grand total of 730 armor.
Disclaimer: i don't know if the variable storage for armor and shield amounts is double or int, and also have no idea about rounding, however, these numbers and decimal roundings were based upon a C++ style of number value coding for double type variables
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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mollerz
Minja Scouts
1858
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Posted - 2014.01.14 22:38:00 -
[352] - Quote
Garrett Blacknova wrote:You guys want some logic to go with that vehicle hitbox thing? There are two reasons why vehicle hitboxes work better at high speed:
1. Size - larger hitboxes are easier to track accurately within the gameworld.
2. Moving parts. A tank - the vehicle with the most moving parts, has only 3 semi-independent sections to its hitbox. The hull, the main turret, and the weapon barrel. A Dropsuit, on the other hand, consists of at least 11 independent moving entities. This is assuming the feet aren't flexible, and that both hands are bound to the weapon model and not tracked independently. In addition to all the extra moving parts, the range of movement is much greater on the dropsuit than a tank. The movements are also more constant AND faster, but ALL parts of the character model and hitbox have to remain together at all times.
1- Those are not technical hurdles. You just gave an example of crutching for mediocre players. Yes anyone could hit the side of the barn. Not everyone can hit a bird.
2- yea bad coding will do that. This is nothing more than a problem CCP has yet to fix. Or actually, probably has but we're just half way to a fix. The other half they didn't implement with hit detection optimization fixes is giving us our speed back.
You gotta hustle if you wanna make a dolla
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
39
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Posted - 2014.01.14 22:45:00 -
[353] - Quote
Man, i just spit out a ton of numbers. I hope you guys will read the two posts I made about speed and shotguns
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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OZAROW
Dem Durrty Boyz Renegade Alliance
1221
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Posted - 2014.01.14 22:46:00 -
[354] - Quote
Scouts do not have the tank to walk around with one weapon like a logistics does, nor do we have the ability to sacrifice hi slots for damage either, and not everyone is a amazing shotgun scout.
It makes no sence that :
if I want to knife I can't have a gun.
Assaults an logistics with high amount of lows can an will stack CPU an pg enhancers to cloak and run two weapons with more base ehp than scouts and still have side arms
SUPER NOVA KNIFE SAIYAN 4
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voidfaction
Void of Faction
95
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Posted - 2014.01.14 22:47:00 -
[355] - Quote
Shutter Fly wrote:EDIT: REs are not viable in this situation, as the scout would have to decloak (making a noise), plant the RE (making another obvious noise), then back up and wait for it to arm, getting killed long before this is all complete. Grenades would result in the same situation, except having to stand and cook the grenade rather than waiting for arming time.
RE's placed before you cloak in the path of a fall back position. The use of corners and cover. Contact grenade (you know the ones you don't have to cook). Looking at targets shield and armor vs the weapon you are using which leads to the should you move on to a different target or stalk them a bit till they are more vulnerable. Having the ability to pick your fights is a BIG advantage.
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Kato Ymmij
The Exemplars Top Men.
29
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Posted - 2014.01.14 22:55:00 -
[356] - Quote
Gavr1lo Pr1nc1p wrote:Man, i just spit out a ton of numbers. I hope you guys will read the two posts I made about speed and shotguns
I liked it, but I still want to know what militia light frame he's using to stack damage mods. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
42
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Posted - 2014.01.14 22:56:00 -
[357] - Quote
Kato Ymmij wrote:Gavr1lo Pr1nc1p wrote:Man, i just spit out a ton of numbers. I hope you guys will read the two posts I made about speed and shotguns I liked it, but I still want to know what militia light frame he's using to stack damage mods. I would also. It would be nice to have a super cheap suit that can one shot protos whenever i go into a pub and were getting stomped
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Kato Ymmij
The Exemplars Top Men.
29
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Posted - 2014.01.14 22:57:00 -
[358] - Quote
voidfaction wrote:Shutter Fly wrote:EDIT: REs are not viable in this situation, as the scout would have to decloak (making a noise), plant the RE (making another obvious noise), then back up and wait for it to arm, getting killed long before this is all complete. Grenades would result in the same situation, except having to stand and cook the grenade rather than waiting for arming time. RE's placed before you cloak in the path of a fall back position. The use of corners and cover. Contact grenade (you know the ones you don't have to cook). Looking at targets shield and armor vs the weapon you are using which leads to the should you move on to a different target or stalk them a bit till they are more vulnerable. Having the ability to pick your fights is a BIG advantage.
Then you're scanned by a proto gal logi b/c most scout suits will not have a profile dampening bonus. Heck, let's be real, a predator logi was stalking you the whole time. |
voidfaction
Void of Faction
95
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Posted - 2014.01.14 23:00:00 -
[359] - Quote
OZAROW wrote:Scouts do not have the tank to walk around with one weapon like a logistics does, nor do we have the ability to sacrifice hi slots for damage either, and not everyone is a amazing shotgun scout.
It makes no sence that :
if I want to knife I can't have a gun.
Assaults an logistics with high amount of lows can an will stack CPU an pg enhancers to cloak and run two weapons with more base ehp than scouts and still have side arms
If you want to knife you should be in a minmatar scout suit and they will have your 2 weapon slots and 3 high slots. just as if a logi wants to hunt scouts and or be the best active scanner they will be in a gallente logi suit. logi and assaults stacking cpu and pg enhancers to use cloak is what I want them to do. I want them in cloak thinking they are all safe and invisible while i watch them move around on my radar because they have no dapmening |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
43
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Posted - 2014.01.14 23:02:00 -
[360] - Quote
voidfaction wrote:OZAROW wrote:Scouts do not have the tank to walk around with one weapon like a logistics does, nor do we have the ability to sacrifice hi slots for damage either, and not everyone is a amazing shotgun scout.
It makes no sence that :
if I want to knife I can't have a gun.
Assaults an logistics with high amount of lows can an will stack CPU an pg enhancers to cloak and run two weapons with more base ehp than scouts and still have side arms
If you want to knife you should be in a minmatar scout suit and they will have your 2 weapon slots and 3 high slots. just as if a logi wants to hunt scouts and or be the best active scanner they will be in a gallente logi suit. logi and assaults stacking cpu and pg enhancers to use cloak is what I want them to do. I want them in cloak thinking they are all safe and invisible while i watch them move around on my radar because they have no dapmening
Read my OP about minmitar scouts, I suggested a great bonus idea instead of nova knife bonus
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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