Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5378
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Posted - 2014.11.27 08:50:00 -
[1] - Quote
The ability to break hit detection with strafing is not an intended feature of the scout.
Making it do that they can't do this is a win and weeds out the dumb.
Further anything constructed to repulse matter in the manner of shields will cause movement friction as it tries to repulse the air, the ground, etc.
In space there is no atmosphere, no terrain, nothing except the occasional micrometeor impact.
There is no similarity between how tech functions in space vs. In atmosphere. Lore for ships cannot always apply.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5386
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Posted - 2014.11.27 15:14:00 -
[2] - Quote
Ydubbs81 RND wrote:Breakin Stuff wrote:The ability to break hit detection with strafing is not an intended feature of the scout.
Making it do that they can't do this is a win and weeds out the dumb.
Further anything constructed to repulse matter in the manner of shields will cause movement friction as it tries to repulse the air, the ground, etc.
In space there is no atmosphere, no terrain, nothing except the occasional micrometeor impact.
There is no similarity between how tech functions in space vs. In atmosphere. Lore for ships cannot always apply. Is this some technical issue? Strafing is designed to make your opponent miss. How does it break hit detection? If you aim at a point and that point moves and you don't accordingly, then you will miss. You are probably missing due to smaller hitboxes on the scout. Don't see how strafing is responsible?
Let's use an extreme but not uncommon example.
Scout stands still for less than a second and you pull the trigger on an HMG or even an assault rifle. Scout pretty much dies instantly in both cases. Working as intended, right?
Right.
Now take that same scout and give him a four meter strafe line that he jukes back and forth on in CQC. Doesn't matter how many times he passes through the HMG/AR reticle, he takes miniscule damage if any. And every time you hold the reticle on him no damage or minimal damage when he jukes back and forth. This is the place where the infamous circle strafes and figure eight strafes fall in.
Not working as intended.
Now we look at the orbital strafe where the scout runs in a wide circle around you with the intention of trying to outrun your rotation. If he gets enough of a head start then he pulls it and guns you down with his SMG or CR. The hit detection on the shotty is bad enough that this is a suicide tactic.
But if you see him coming and match his orbit strafe he goes down like you attacked him with one of the horsemen of the apocalypse.
Again, working as intended.
So example two is where the problem seems to lay. Now let's expand our horizons a bit. Assaults and logis can do this too. Armor assaults and logis have a harder time because plates already affect strafe. Strafe is a percentage of base movement. Plates affect base movement.
But it's a combination of factors that stem from the fact that all hit detection is confirmed by the server. The lag betewwen the two clients and server means that you can desync your actual location from the enemy client. Not a problem with straight line or predictable motion, but because dropsuits have no inertia acceleration or deceleration you can get a bit ahead of the enemy client with each direction change.
They won't be firing at you at all save by pure stupid luck.
Slowing the strafe means you cannot desync as much, inertia lets the client catch up.
But in order to hit an enemy your client has to tell the server where you are shooting while tge enemy client tells the server where it actually IS. Then the server has to update both sides plus tell the clients who hit who.
Now add to this process the ability to rapidly move and instantly change direction with no loss of motion or momentum.
This is where detection is crapping out.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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