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Lazer Fo Cused
Shining Flame Amarr Empire
620
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Posted - 2015.01.24 15:41:00 -
[31] - Quote
Shamarskii Simon wrote:Breakin Stuff wrote:Shamarskii Simon wrote:The PLC's charge time + reload speed determines the ROF, 0.375 is the charge time at proto ( 0.5 x (1-25%) = 0.375) Check my sig. I have all the PLC numbers loaded. Thanks, reading it as i type Laser you have a point, but forcing your opinion / being negative takes away the meaning. Humanity sees negative before positive (i can do 1000 good, but 1 bad will take it all away), it's up to you how you want people to see your posts. Yknow what i mean?
1. Im a negative person when it comes to vehicles, all i have seen in this game is nerf nerf nerf and more nerfing to vehicles since it began so anything positive i take it with a pince of salt because if they are good infantry will get them nerfed again and the cycle will never be broken and vehicles will never progress from WP pinatas to actual useful assets to have on the field |
Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
58
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Posted - 2015.01.24 15:45:00 -
[32] - Quote
Lazer Fo Cused wrote:Shamarskii Simon wrote:Breakin Stuff wrote:Shamarskii Simon wrote:The PLC's charge time + reload speed determines the ROF, 0.375 is the charge time at proto ( 0.5 x (1-25%) = 0.375) Check my sig. I have all the PLC numbers loaded. Thanks, reading it as i type Laser you have a point, but forcing your opinion / being negative takes away the meaning. Humanity sees negative before positive (i can do 1000 good, but 1 bad will take it all away), it's up to you how you want people to see your posts. Yknow what i mean? 1. Im a negative person when it comes to vehicles, all i have seen in this game is nerf nerf nerf and more nerfing to vehicles since it began so anything positive i take it with a pince of salt because if they are good infantry will get them nerfed again and the cycle will never be broken and vehicles will never progress from WP pinatas to actual useful assets to have on the field
I understand, now that you explained how you feel (as i am a ADS pilot myself) I will now know how to respond to you. Sorry.
Entering the void and becoming wind with my repbus.
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Breakin Stuff
Internal Error. Negative-Feedback
6706
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Posted - 2015.01.24 15:50:00 -
[33] - Quote
This is why I don't consider his input useful. He automatically assumes sinister motives regardless of evidence to the contrary.
On that magical note I'm blocking his posts. If he makes a point worth looking at someone pipe up an I'll add it to the OP.
Im not interested in reading the same repetitive message over and over again while he refuses to allow anyone a dissenting opinion.
AV
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
58
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Posted - 2015.01.24 16:13:00 -
[34] - Quote
Anyways, back on topic.
The DPS of the cannon doesn't truly matter (shields has recharge delay) it's the matter of the number of rounds it takes to kill. MINA makes a point though, the reload could be faster (fighting a tank at 20-40m) because the time of charge + reload = (approx.) forge gun charge (FG = 4 to fire, PLC = 0.6 charge + 3.5 reload = 4.1 to fire; FG = PLC +/- 0.1s) I understand the PLC is a light weapon so, if the reload is too quick it'll offset its anti-infantry ability.
Nevertheless, a quicker reload affects the AV ability positively, but too high a reload might offset the weapon in general.
how about between AFG and FG? 3.5 seconds? 3 sec reload, 0.5 charge time? (lowering reload to 3, charge to 0.5)
Entering the void and becoming wind with my repbus.
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Atiim
Titans of Phoenix
15243
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Posted - 2015.01.24 16:14:00 -
[35] - Quote
Despite having ~400 more DPS, the engagement range is literally half of what the Forge Gun is. Given how CCP's weapon philosophy is [Range <-> DPS] this is balanced.
The 1st Matari Commando
-HAND
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Breakin Stuff
Internal Error. Negative-Feedback
6706
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Posted - 2015.01.24 16:26:00 -
[36] - Quote
Atiim wrote:Despite having ~400 more DPS, the engagement range is literally half of what the Forge Gun is. Given how CCP's weapon philosophy is [Range <-> DPS] this is balanced. It's not really working though.
And it's alpha vs. dps.
Higher alpha TENDS to have longer range in CCP logic. But this is not an absolute.
Mostly my problem with the swarm logic is there is no margin for error on either side. If swarms were more flexible and pilots could actually use buildings to evade as often as not we would have less whining.
Did you look at my flight time thing? It's a thought. I think it's better than todays blow your wad NOW meta.
AV
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DDx77
The Exemplars RISE of LEGION
91
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Posted - 2015.01.24 16:34:00 -
[37] - Quote
I think the small rail turrets need to have much better angles
I would almost look at having no restriction because the small turret is usually obstructed naturally by the vehicle it's on
In some case they might be the best counter to a drop ship or infantry/sniper that is camped up high.
Suggesting the rail over the blaster b/c it is generally much more efficient at av
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Atiim
Titans of Phoenix
15243
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Posted - 2015.01.24 16:35:00 -
[38] - Quote
THUNDERGROOVE wrote:It's kinda both. Ditching Minmando bonus would be one thing to help. I don't think any suits should get AV related bonuses it just invalidates the usage by other suits(if it's balanced) or makes them ZOMG **** your Incubus in in three rounds(otherwise).
Actually, removing the MinCom's bonus wouldn't do anything as it has no effect on the Swarm Launcher's TTK when compared to Dropsuits which use 3 DMs (which any suit other than MinComs would put on an SL.
Here's an example:
Atiim wrote:Against an LAV? Not even remotely.
Matari Commando vs. Saga
Volley 1: -1323 HP (721.6 Armor HP Remaining) Volley 2: -2067 HP (-1346 Structure HP Remaining)
TTK: 2.5s
Matari Assault vs. Saga
Volley 1: -1328 HP (128 Shield HP / 900 Armor HP Remaining) Volley 2: -1838 HP ( -964 Structure HP Remaining)
TTK: 2.5s What does make a difference however, is the Reload Speed bonus as it reduces the time between Volley 3 and Volley 4. Given how this bonus is used for other weapons on the Commando platform, removing this is not neccessary.
Dispite that, most vehicles are gone before the 4th volley can hit them either way, and if they aren't they'd be screwed regardless of whether or not it was a MinCom firing them.
In case you wanted a look, here's the math explaining why there's no TTK difference.
Atiim wrote: Not trying to start an argument, but MinComs only have 2 High Slots.
To put that into perspective, MinAssaults with 4 DMs can reach +20% Damage (with stacking penalties) while the MinCom can reach +23.5% Damage with 2 DMs.
The 3.5% won't increase the SL's TTK (neither would the 5.5% if the Assault only used 3 DMs).
THUNDERGROOVE wrote:The time it does take to fire three volleys of swarms is stupidly low. For sure. If Swarms were hit-scan or hit near instantaneous like the FG, I'd agree with you. However this is not the case, nor will it ever be unless you're 0m away from the Swarmer (in which case, you screwed up).
Swarm Launchers travel at 60m/s, since most SL engagements against HAVs or ADSs take place at around 90m, it will take 1.5s for each volley to hit the vehicle. It takes 1.05s to launch each volley (coupled by the 0.1s re-fire delay) and 3 Volleys actually impacting takes a good 8s.
Compared to an AFG, which has a .2s travel time (just a quick guess) and a 2.25s charge time, it takes 7.35s to have 3 volleys impact so the time is no more or less broken than the IAFG's.
The 1st Matari Commando
-HAND
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Atiim
Titans of Phoenix
15244
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Posted - 2015.01.24 16:40:00 -
[39] - Quote
Breakin Stuff wrote: Mostly my problem with the swarm logic is there is no margin for error on either side. If swarms were more flexible and pilots could actually use buildings to evade as often as not we would have less whining.
Did you look at my flight time thing? It's a thought. I think it's better than todays blow your wad NOW meta.
The problem with adding a "margin of error" to Swarms is how, and no I haven't seen your flight time idea.
Would you mind sending a link?
The 1st Matari Commando
-HAND
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emm kay
Direct Action Resources
237
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Posted - 2015.01.24 16:49:00 -
[40] - Quote
Breakin Stuff wrote: 1: Light weapon AV values are all over the map. Swarms are almost 400 DPS ahead of the IAFG and the PLC is one of the lowest applied DPS weapons in DUST.
2: Heavy weaponare hamstrung by poor damage mods which add nothing to TTK in most cases.
3: Standard and breach forge guns are inferior in application to the Assault Forge Gun in almost every possible way and are poor choices for AV.
4: Lacking Racial parity in both turrets and infantry AV is creating poor interactions allowing one weapon or one chassis to always be clearly superior.
5: Heavy missile turret burst DPS negates any utility armor vehicles might otherwise have.
6: The railgun maintains the highest alpha, range and sustained DPS among vehicle turrets.
7: the blaster has the worst range, alpha and sustained DPS of all the heavy turrets. It's dispersion is too wide to be of much utility vs. Infantry. Blasters are the worst choice for a heavy turret in all situations.
I am quite sure there are more issues.
Also where there is a good balance struck we need to look at. While we're fixing what is wrong let's not overlook or lose what is right.
1) mildly agree. swarms need less DPS, PLC needs a vehicle buff. 2)don't agree. forge guns are fine because of range. 3) Breach forge guns are fine. they make tanks get a false sense of security. Normal forge guns need a buff. 4)agree 5)not true in the slightest. I runmadrugar all rthe time, and I conswtantly destroy misile tanks, the key is to abuse their turning speed, with your fast turret rotation. 6) missile have highest alpha, rail have slowest turning speed. not hard to counter. unless they're in the redline 7) not true. at point blank, they have the highest dps, and have extrodinary anti infantry abilities. They have supreme tunring speed, and are fine as- is.
There is a reason you never see me in battle.
it's because I see you first.
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DDx77
The Exemplars RISE of LEGION
92
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Posted - 2015.01.24 16:52:00 -
[41] - Quote
For swarms:
The raw Dps needs to drop. The ability to machinegun missiles is a bit much.
My thought is it wasn't the range. Its the rate of fire.
Current lock time is base 1.4 modified by skills. Lock can be achieved in 0.85 seconds. That's three shots in under 3 seconds. Faster by far than any alpha weapon.
Swarms are a delayed DPS weapon. This means, like in EVE you can literally have all three flights in the air before the first impact.
Swarms travel at 60m/sec. They hit 200m in 3.3 seconds.
what if 3.3 seconds, the travel time to 200m was it's base lock time with extended lock range? That way you could change the damage values, and the proto lock time would be 2.5 seconds.
This would give pilots a chance to react and evade, while giving a swarmer a reason to get close, or alternatively position to be able to volley multiple shots from long range.
Damage can be adjusted to keep overall DPS reasonable.[/quote]
As a tank hater I would not be against this but I would like either increased ammo supply or further reduced efficiency of the vehicles main blaster
An increase in the distance you can get a lock might also balance lower dps
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
61
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Posted - 2015.01.24 16:59:00 -
[42] - Quote
Margin of error: a range where the swarms cannot turn. (how i understood it)
I'm gonna try to explain this w/o a picture.
See a baseball diamond? The swarm is homebase and the angle between 1st and 3rd is the "FOV." If swarms predict movement rather than following (targeting the front of the ship) AND can only turn as far as it's FOV, i believe it's dodgeable (cannot surpass the "error" zone)
Now, small tweaks to the FOV and how far it predicts and maybe inertia (tight turning at full speed is impossible) addition... Would be good.
Entering the void and becoming wind with my repbus.
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Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 17:01:00 -
[43] - Quote
Breach is not a viable AV weapon by itself.
Heavy mods weren't rebuffed solely because of the HMG. Rattati mentioned that once.
I should have clarified and said single shot alpha for rails.
The burst DPS of the missile turret is beyond excessive. There's no other weapon that can hit 3000+ DPS.
And I have yet to encounter any situation in my madrugar where a rail hasn't been the superior option to the blaster to date.
Right now the rail is the best all round weapon for heavy turrets.
Finally the dispersion for blasters vs. Infantry is horrendous.
All of my OP assertions are tested in game and crosschecked with numbers.
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 17:05:00 -
[44] - Quote
DDx77 wrote:
As a tank hater I would not be against this but I would like either increased ammo supply or further reduced efficiency of the vehicles main blaster
An increase in the distance you can get a lock might also balance lower dps
I don't hate HAVs I hate the drivers.
further, nerfing the blaster further only makes it worse at AV, where it remains the worst weapon.
Every nerf taken to protect infantry has simultaneously gimped it further vs. Vehicles.
And the premise of slowing swarm RoF REQUIRES extending lock range. The tolerances on swarms are too tight to nerf anything without a fundamental rethink on what needs poked at.
AV
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
61
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Posted - 2015.01.24 17:14:00 -
[45] - Quote
Breakin Stuff wrote:Breach is not a viable AV weapon by itself.
If there is an open field (no where for cover perse) the breach is alright. A wyr breach can 1 shot a base armor incubus at armor.
Entering the void and becoming wind with my repbus.
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DRT99
Ikomari-Onu Enforcement Caldari State
0
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Posted - 2015.01.24 17:27:00 -
[46] - Quote
Breakin Stuff wrote:2: Heavy weaponare hamstrung by poor damage mods which add nothing to TTK in most cases.
6: The railgun maintains the highest alpha, range and sustained DPS among vehicle turrets.
7: the blaster has the worst range, alpha and sustained DPS of all the heavy turrets. It's dispersion is too wide to be of much utility vs. Infantry. Blasters are the worst choice for a heavy turret in all situations.
2: Heavy weapons are also hamstruck by a pitiful ammo capacity (very noticable for AFGs) and inability to carry nanohives.
6: MLT&STD rails hurting, entry level tanking completely dead due to heat changes, cant kill a bricked tank before overheat. Need to either gang up or use infantry AV and jump out.
7. Possibly rework it into the old railgun, but with approx 40m range?
Additional points: Cannot get accurate results from 20gj rails with broken hit detection.
Small missiles possibly too strong all around
Dodging swarms unreliable, only ever had it had it happen once (they were fired at my LAV from above and infront, hit ground behind me. I felt like a badass) |
Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 17:34:00 -
[47] - Quote
Right now dodging swarms is more a matter of circumstance than intent
AV
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Lazer Fo Cused
Shining Flame Amarr Empire
625
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Posted - 2015.01.24 17:34:00 -
[48] - Quote
Breakin Stuff wrote:Breach is not a viable AV weapon by itself.
Heavy mods weren't rebuffed solely because of the HMG. Rattati mentioned that once.
I should have clarified and said single shot alpha for rails.
The burst DPS of the missile turret is beyond excessive. There's no other weapon that can hit 3000+ DPS.
And I have yet to encounter any situation in my madrugar where a rail hasn't been the superior option to the blaster to date.
Right now the rail is the best all round weapon for heavy turrets.
Finally the dispersion for blasters vs. Infantry is horrendous.
All of my OP assertions are tested in game and crosschecked with numbers.
1. Missile turret is made for high alpha and the SL in uprising could hit 3k per volley from 6missiles
2. If the missile turret did any less then why pick that over the rail?
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Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 17:43:00 -
[49] - Quote
Lazer Fo Cused wrote: 1. Missile turret is made for high alpha and the SL in uprising could hit 3k per volley from 6missiles
2. If the missile turret did any less then why pick that over the rail?
the problem with the missile turret is the high adds vs. armor tanks. You can get close and shotgun an armor tank, a point you have made before and I have experienced firsthand. And the Swarm Launcher from uprising doing 3k a shot ticked me off righteously. It made running a forge gun the idiot option, because easy street was a couple million SP away.
Rails being highest single shot Alpha and longest range should have the lowest DPS out of all of the turrets.
If Missiles were more between rails and blasters for efficacy we could make a case for the projectiles moving faster so you could hit the targets more accurately further out than a blaster can clip optimally.
My problems with heavy turrets are that the Railgun is hands down the most efficient in all situations, and is more likely to kill infantry in blaster optimal than the blaster, and the missile turret can blap any armor tank you can field because 3,000+ DPS not including damage mods, skills or the profile bonus vs. armor.
Are there highly skilled blastermobile drivers? Yes, and my hat's off to you.
However, until the heavy turrets conform to the standard progression of High alpha = Lower DPS and High DPS meaning lower alpha across the board, HAV vs. HAV fights are going to remain the short, brutal affairs better reserved for those charming times when a scout meets a sentinel.
AV
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Lazer Fo Cused
Shining Flame Amarr Empire
634
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Posted - 2015.01.24 18:04:00 -
[50] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote: 1. Missile turret is made for high alpha and the SL in uprising could hit 3k per volley from 6missiles
2. If the missile turret did any less then why pick that over the rail?
the problem with the missile turret is the high adds vs. armor tanks. You can get close and shotgun an armor tank, a point you have made before and I have experienced firsthand. And the Swarm Launcher from uprising doing 3k a shot ticked me off righteously. It made running a forge gun the idiot option, because easy street was a couple million SP away. Rails being highest single shot Alpha and longest range should have the lowest DPS out of all of the turrets. If Missiles were more between rails and blasters for efficacy we could make a case for the projectiles moving faster so you could hit the targets more accurately further out than a blaster can clip optimally. My problems with heavy turrets are that the Railgun is hands down the most efficient in all situations, and is more likely to kill infantry in blaster optimal than the blaster, and the missile turret can blap any armor tank you can field because 3,000+ DPS not including damage mods, skills or the profile bonus vs. armor. Are there highly skilled blastermobile drivers? Yes, and my hat's off to you. However, until the heavy turrets conform to the standard progression of High alpha = Lower DPS and High DPS meaning lower alpha across the board, HAV vs. HAV fights are going to remain the short, brutal affairs better reserved for those charming times when a scout meets a sentinel.
1. Missiles are explosive as is the SL so it will do damage to armor and poor to shield but due to the number of missiles in the turret it isnt a bad option when engaging shield vehicle due to the amount of damage produced and also that it stops regen - Surpise attack is best for shield 1a. Missiles on there own are 500damage per missile, for full alpha you have to land all missiles to make sure or you run the risk of them either escaping or hitting you
2. FG was mostly ran in PC matches for Uprising due to the ability of covering the objective and sniping infantry, also were used against vehicles when the chance came around to help out any friendly vehicles
3. Rails should be long range but not high alpha - Back in the day you could 2 shot a Sagaris it was that high alpha which leads to twitch shooting and redline rails
4. We had accelerated missile launchers - Due to being missiles you can argue that they should hit to 400m out since the SL can do it, same goes for small missiles too
5. Railgun is best if you are head on or basically closer to the redline - If railgun vehicle is attacked from the side and back then its on borrowed time 5a. The railgun has the accuracy to kill infantry the blaster does not and L missiles need a direct hit on infantry due to 6ft missile causing 0 splash in most cases which is pure BS 5b. The missiles are in a good place, they are an alternative to the railgun but require an alpha strike on an unsuspecting target which requires a good portion if not all the missiles to hit to make sure its gone
6. The railgun can get 4 shots off then overheats but has 300m range terrible tracking 6a. Missiles are 250m but missile travel time 6b. Blaster 50m range but requires to get upclose which is risky and no heat sink to help out |
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Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 18:09:00 -
[51] - Quote
Basically IMHO turrets orverall are a clusterf*ck. There's no guiding principle, just a lot of non-consistency.
Infantry Av is better laid out and even then from a balance perspective you might as well be using a shotgun to hit a bullseye at 50m.
I prefer a more methodical approach to balancing turrets and AV, which is one of the reasons I made the thread.
I can do this on my own, easily. I prefer to do it so that everyone gets to have a word in.
The only thing I'm really NOT interested in is assumptions that core mechanics can be changed. If Rattati says "I will fix (insert stupid thing here)" then I'm more than happy to account for it. For now this theorycrafting is under the assumption that we're stuck with the mechanics we have.
AV
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Stefan Stahl
Seituoda Taskforce Command
923
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Posted - 2015.01.24 18:09:00 -
[52] - Quote
Let's assume we gave the SL an increased lock-on-time (~2.5 secs) while increasing lock-on range (~250 m) and adjusting for DPS. Would it then not infringe on the purpose of the FG?
Other than that I do think the PLC should be the 0-75 meter AV weapon of choice. For that it mainly needs a direct damage buff of about 30%. |
Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 18:32:00 -
[53] - Quote
Stefan Stahl wrote:Let's assume we gave the SL an increased lock-on-time (~2.5 secs) while increasing lock-on range (~250 m) and adjusting for DPS. Would it then not infringe on the purpose of the FG?
Other than that I do think the PLC should be the 0-75 meter AV weapon of choice. For that it mainly needs a direct damage buff of about 30%. it never infringed on the purpose of the FG even with 400m range.
and no, for swarms to balance out they need to be able to have full lock range in exchange for severely nerfed lock time. otherwise we're waving pissin in the wind.
the swarms balance tolerances are far too tight
AV
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
61
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Posted - 2015.01.24 19:08:00 -
[54] - Quote
But if swarms have full range, wouldn't that means swarms can control a great distance, rendering an entire 400m sphere vehicle-less?
Or am i understanding you wrong breakin?
Entering the void and becoming wind with my repbus.
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Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 19:15:00 -
[55] - Quote
Shamarskii Simon wrote:But if swarms have full range, wouldn't that means swarms can control a great distance, rendering an entire 400m sphere vehicle-less?
Or am i understanding you wrong breakin?
slower rate of fire means pilots still have more time to react and get to cover. I have a theory about how swarms track, and if I'm right I'm going to facepalm.
AV
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
61
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Posted - 2015.01.24 19:20:00 -
[56] - Quote
Breakin Stuff wrote:Shamarskii Simon wrote:But if swarms have full range, wouldn't that means swarms can control a great distance, rendering an entire 400m sphere vehicle-less?
Or am i understanding you wrong breakin? slower rate of fire means pilots still have more time to react and get to cover. I have a theory about how swarms track, and if I'm right I'm going to facepalm. I kinda understand but, the way rooftop camping is, i must disagree there. It'll be a nightmare to try to get them off the roofs, a swarm proof myron would be the only way.
Share your theory? I would like to know what you think if you don't mind.
And, is it able to find a way to dodge swarms by any chance? I would want to know your ideas/opinion too
Entering the void and becoming wind with my repbus.
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Breakin Stuff
Internal Error. Negative-Feedback
6716
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Posted - 2015.01.24 19:24:00 -
[57] - Quote
I think swarms update the target's last location based on a timer. So every... we'll say half second it updates the target location. So it bombs along on the last valid trajectory and THEN updates 30m later.so your dropship bolts around a corner where they should turn and ram.
But they overshoot and turn the corner because they had not hit their update tick yet. It's a way to save processor speed by not having them update constantly and having swarms eat all of the calculation time.
basically to fix tracking the algorithm needs to be reset to always zero in on the target rather than follow it's pathing.
so the longer the flight time the more chances a dropship has to get behind something solid
AV
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
61
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Posted - 2015.01.24 19:35:00 -
[58] - Quote
Breakin Stuff wrote:I think swarms update the target's last location based on a timer. So every... we'll say half second it updates the target location. So it bombs along on the last valid trajectory and THEN updates 30m later.so your dropship bolts around a corner where they should turn and ram.
But they overshoot and turn the corner because they had not hit their update tick yet. It's a way to save processor speed by not having them update constantly and having swarms eat all of the calculation time.
basically to fix tracking the algorithm needs to be reset to always zero in on the target rather than follow it's pathing.
Ah! So what you believe the swarms' location is updated on a thread that sleeps every x milliseconds. I agree based on how jerky the swarms movement becomes (Fly backwards when you get swarmed and you'll see what i mean) Also if you descend straight down the swarms spin above you until the location is updated, and your descent is slower.
^ tl;dr, seems true based on what happens in-game
But, why not simply update the location ahead or behind the vehicle based on the velocity towards/away from the swarms? I'm just shoehorning an idea to fix that, i dont know if that solves the issue.
Entering the void and becoming wind with my repbus.
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MINA Longstrike
Kirjuun Heiian
1999
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Posted - 2015.01.24 19:41:00 -
[59] - Quote
Breakin Stuff wrote:I think swarms update the target's last location based on a timer. So every... we'll say half second it updates the target location. So it bombs along on the last valid trajectory and THEN updates 30m later.so your dropship bolts around a corner where they should turn and ram.
But they overshoot and turn the corner because they had not hit their update tick yet. It's a way to save processor speed by not having them update constantly and having swarms eat all of the calculation time.
basically to fix tracking the algorithm needs to be reset to always zero in on the target rather than follow it's pathing.
so the longer the flight time the more chances a dropship has to get behind something solid
What about increasing the amount of time it takes for swarms to update and reducing the rate that they turn? Ie make them clumsier. I don't think this would change too much for ground game as it's not terribly hard to get them to smash into cover etc, but it could make worlds of difference for air.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Internal Error. Negative-Feedback
6717
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Posted - 2015.01.24 19:57:00 -
[60] - Quote
MINA Longstrike wrote:Breakin Stuff wrote:I think swarms update the target's last location based on a timer. So every... we'll say half second it updates the target location. So it bombs along on the last valid trajectory and THEN updates 30m later.so your dropship bolts around a corner where they should turn and ram.
But they overshoot and turn the corner because they had not hit their update tick yet. It's a way to save processor speed by not having them update constantly and having swarms eat all of the calculation time.
basically to fix tracking the algorithm needs to be reset to always zero in on the target rather than follow it's pathing.
so the longer the flight time the more chances a dropship has to get behind something solid What about increasing the amount of time it takes for swarms to update and reducing the rate that they turn? Ie make them clumsier. I don't think this would change too much for ground game as it's not terribly hard to get them to smash into cover etc, but it could make worlds of difference for air. if you want to crash them into walls the solution would be to do the exact opposite.
AV
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