|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Alpha 443-6732
BurgezzE.T.F
495
|
Posted - 2014.06.08 01:10:00 -
[1] - Quote
I thought those were supposed to come with hotfix alpha, but they were never mentioned in the blog. When/if hotfix beta is in the works, will those fixes come? It's been too long of a wait for working small rail turrets; their hit detection has always been god awful. It's hard enough hitting people accurately while on the move, without this god awful turret hit detection mechanics getting in the way.
In case you don't already know, the problems are as follows:
-Firing while on the move scatters the shot or causes it to explode inside the turret
-Firing while turning has some weird effect on the aiming mechanic of the turret (If your vehicle is turning to the right, the projectile gets dislocated with the reticle by a large distance to the right) - I think this is possibly the fact that the automatic turret rotation (to keep the gunner facing the same direction while the vehicle is rotating) is not fast enough to keep the turret aligned with the reticle
-Small railgun rounds consistently phase through enemies when vehicle is positioned at weird angles, small railgun rounds occasionally begin to pass through enemies after a certain range (about 150m)
The above includes the major issues. I believe that the source of this problem could be caused by the independence of the small turret from the operator/ reticle (when the turret auto adjusts itself while turning or when the turret lifts its muzzle up and down around walls).
A possible solution for this problem would be either to remove the turret independence (fixing it to the alignment of the vehicle) or to ramp up the potential speed of the auto adjust mechanic to infinity ( to prevent the dislocation sensation while firing on the move).
Thoughts? |
Alpha 443-6732
BurgezzE.T.F
496
|
Posted - 2014.06.08 12:48:00 -
[2] - Quote
Dovallis Martan JenusKoll wrote:Take an elastic string and tie it to your finger. Now wave your hand around. (if gravity was not present) The untied end of that string illustrates the origin point of projectiles from small weaponry .
Bullets and missiles do not fire from inside the turret, but from an inertia point that the turret is NOT at, and as a result, can be launched from a location the turret was NEVER at. (such as it can fire from a meter/ above the dropship if the driver lurches down a half foot suddenly by way such as quickly swapping out of the driver seat then back in again.
Same happens for all small turrets and some large turrets. The projectile point is in opposition to the vector of travel to an irrational degree. Makes it incredibly hard to aim because it fires in a non-realistic manner. What you point at is not what you hit.
Agreed. I meant to say when the vehicle turns right, the projectiles fall behind to the left. I was tired when I wrote this.
I believe projectiles are spawned just in front of the turret by a meter or so.
The reason we can isolate this bug is because hit detection while on the move in an ADS (small turret) or tank (Large turret) is fine, possibly due to the fact that they are both independently operated and the turrets they use rarely (if ever) turn automatically.
This is why I believe that the source of the problem is in the auto adjustment of the small gunners' turrets while the pilot is turning (or just accelerating in general).
We could probably fix this issue by adjusting the spawn point of the projectile (based on current the speed of the vehicle) so that it doesnt explode on the user at high speeds. If lag is an issue, we could look into a way for the turret's position (in relation to the vehicle) to be registered and tracked server side, so that, even with lag, a small turret would begin to automatically rotate without delay.
The way I see it right now, is that the auto turret alignment feature feels like its late by about .25-.5 seconds, giving us the "delayed" or misaligned aiming we have now.
So with that said, a blue tag would be extremely helpful to tell us whether or not this is possible to solve and if it will be coming in hotfix bravo. |
Alpha 443-6732
BurgezzE.T.F
496
|
Posted - 2014.06.09 22:16:00 -
[3] - Quote
Lynn Beck wrote:Isn't it just the fact they made bullets not aim straight on center because of the fabled Chromosome muderdropships?
I remember them making everything stupidly inaccurate just to solve that, then when they went to add in Ammo, we the players told them to remove the inaccuracies because this was pretty much making small turrets obsolete.
Dropships in chrome were a cruel, cruel joke.
Going back and look at CB footage it seems that the inaccuracy has always been here |
Alpha 443-6732
BurgezzE.T.F
496
|
Posted - 2014.06.09 23:13:00 -
[4] - Quote
Pvt Numnutz wrote:A gunner of mine noticed that if you put the reticule a little to the right or left of the target it hits. Very odd but it solves the problem in the mean time before the hit detection is fixed.
This is a known workaround to the poor hit detection, as it was one of the main focuses of my OP. I have a feeling it is related to how the turret automatically counter-rotates while the vehicle is turning. |
Alpha 443-6732
BurgezzE.T.F
499
|
Posted - 2014.06.10 18:40:00 -
[5] - Quote
Pvt Numnutz wrote:Alpha 443-6732 wrote:Pvt Numnutz wrote:A gunner of mine noticed that if you put the reticule a little to the right or left of the target it hits. Very odd but it solves the problem in the mean time before the hit detection is fixed. This is a known workaround to the poor hit detection, as it was one of the main focuses of my OP. I have a feeling it is related to how the turret automatically counter-rotates while the vehicle is turning. Oh I meant from a stationary position
Oh crap then, that's new. I think I've experienced that while using a small rail |
|
|
|