Pages: 1 2 3 4 5 6 [7] 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Scheneighnay McBob
Penumbra or something
7888
|
Posted - 2016.07.14 02:06:00 -
[181] - Quote
Breakin Stuff wrote:Scheneighnay McBob wrote:Back on the topic of reworking turrets: I don't think we should see large turrets primarily killing infantry unless said turret does it in a way that smaller weapons can't. If that small blaster on your HAV can kill someone easily, why do you need a massive blaster for it?
For example, large missiles could be reworked into indirect fire weapons. Require them to lock onto a designator painted either by infantry or a small turret, then fire missiles to home in on the painted area. The missiles should have some delay before the homing kicks in. This allows the gunner to curve the missiles around objects that would otherwise get in the way, and allow for some skill on their part.
Another idea of a bit crazier weapon would be some sort of minmatar locus ballista- launch a timed charge into an area that can roll/bounce around a bit before exploding. Definitely a lot of skill required and definitely a trickshot weapon, but it would be invaluable for firing into areas no other weapon can reach. Think of it as a giant, tank-mounted locus grenade. Honestly there isn't any reason tanks shouldn't have an AoE Cannon Blast. If things are set right, that should absolutely be an option. It's a give/take and balance thing, but a slow-firing, high-damage AoE blast isn't unreasonable for a tank. There's dozens of games that include that, and do it well. Great for clearing bunkers and such. It's dependent upon how the hulls are implemented. If they're done like DUST? yeah, no let's stick to the point-fire turrets. My honest opinion is that light turrets should be basically sentinel heavy weapons on a pintle mount. Forge guns, HMGs, etc. Heavier vehicles (not HAVs) might have twin-linked heavy weapons like twin-assault forges that alternate barrels, etc. Sh*t like that. I highly recommend we think less "DUST did it this way" and look at interesting ideas (I'm fond of W40k vehicles). Heavy turrets should be big, slow, and carry a rather large, noticeable punch, IMHO. I detest the amount of pussyfooting around that we've had to go through with the turrets. An M-1 Can theoretically do a bit over an 8 second rotation 360 degrees. That's about 40 Degrees per second, according to internet sources that I may or may not find dubious. Similarly a challenger has a 9 second rotation. That rotation rate isn't what I'd call great for tracking lemming infantry in close. works just fine for distant enemies with a coaxial machinegun though. All heavy turrets should have a coaxial. There's some real-world conventions that just work WELL. There are some that may not translate to the game well. But i like tanks that can punch hard. I actually felt better about gunnlogis when they had splash, oddly enough. There's a LOT of neat room to play for turrets. I just hope we don't repeat the Madrugar .50 caliber anti-infantry machinegun.... err, I mean Plasma cannon.... Seriously that thing fired more or less identically to an M2 .50 cal machinegun. Coaxial guns definitely need to be a thing.
With real tanks, or at least the WWII era ones, the cannon was actually considered to be a secondary weapon- only used if you come across fortifications or an enemy tank. The machine guns saw more use.
Current state of the forums
|
DUST Fiend
18459
|
Posted - 2016.07.14 05:49:00 -
[182] - Quote
Fox Gaden wrote:DUST Fiend wrote: It's a god damn LAV....
Seriously, right ******* now, how many of you felt you had to be "skilled elite" to down one? It's a light vehicle that's ALREADY easy to kill, I'm offering suggestions to let every single player regardless of fit to do some damage to it, give more AV options through sidearm AV and additional grenade slots for some, webifier grenades, and personal deployable turrets, yet somehow the LAV is still just too damn strong.
You can fart at a god damn LAV and kill it as is, what more do you want?
Perhaps those specialized AV options would be useful for dealing with Tanks? Adding new AV options to deal with LAV's is like cutting two of your chair legs shorter because your floor is not level. It seems a little odd to require specialized AV weapons to take out a jeep. Well sidearm AV would be something like single shot swarm or some kind of DoT placing gun, so it could be useful in a pinch to help your AV guy put down a vehicle. Webifier anything helps against all vehicles, and being able to call in your own turrets like originally envisioned would also help against all vehicles. The 20% damage from small arms to light vehicles wouldn't carry over though, but perhaps 10% damage to medium and 4-5% to heavy would help just the slightest bit.
I don't see how any of this is creating a solution just for LAVs
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
|
Fox Gaden
Immortal Guides
7811
|
Posted - 2016.07.14 14:53:00 -
[183] - Quote
DUST Fiend wrote: Well as for dropsuits I think it's mostly that a dropsuit has flesh directly underneath it, where vehicles just have more layers of armor beneath them. Lets also not forget that from a purely gameplay point of view, it's a **** load easier to tag a vehicle or its weakspot than it is to hit a dropsuit or its weakspot.
As for needing AV to hurt vehicles, again what if we had AV sidearms and personal deployable turret installations? Then basically only people who refuse to deploy AV wouldn't have AV, in which case that's their own damn fault. I mean maybe LAVs can take 10-20% damage from small arms (possibly dropships too), but anything more than that and vehicles would just evaporate the second they try to move past a few enemies.
(I am finally getting around to reading pages 5 and 6.)
The things of significance under the LAV"s armor would include wires, capacitors, cooling systems, lubrication lines (electric engines) or spark plugs, fuel lines, wires, cooling systems, etc (combustion engines). You damage enough of these components and the LAV is going to lose its ability to move on its own.
DUST Fiend wrote: maybe LAVs can take 10-20% damage from small arms (possibly dropships too), but anything more than that and vehicles would just evaporate the second they try to move past a few enemies.
You seem to be assuming that LAV's would have very low health. If a LAV can survive being hit by a Swarm of missiles doing 100% damage, then it should be able to survive for a reasonable amount of time against a number or rifles doing 40% damage. If not, then the difference between AV damage and small arms damage is not great enough.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Fox Gaden
Immortal Guides
7811
|
Posted - 2016.07.14 15:33:00 -
[184] - Quote
DUST Fiend wrote:But literally every single player on the map then has AV. Without boosting vehicle HP a ton, how do vehicles not simply explode when moving past basically anywhere on the map? Automatic weapons can maintain damage at range very easily with virtually no way for the pilot to tell where it's coming from. Maps would have to be massive with small player counts for this not to immediately imbalance every engagment against vehicles.
Also don't forget that on top of almost 100% of players on the map now possessing AV, there are ALSO actual AV weapons and other vehicles on the field. I guess I'm more in favor of everyone using teamwork to take out various threats as oppossed to simply taking the thought out of things and giving everyone AV all the time. (Yeah, responding to another old Page 5 post, but you state your concerns clearly in this post, which makes it worth responding to.)
You should not be thinking of all vehicles as the same. Here is my vision:
LAV / Fighter (Light Armor): They should be susceptible to infantry weapon fire, but have the hit point pool to be able to face infantry weapon fire long enough to do a few strafing runs or drive-bys. Light weapons do 40% to weak spots, 15% damage to the rest of the vehicle. Fighters have smaller weak points than Dropships. These vehicles have the speed and agility to bug out when taking too much damage, go somewhere else to use active repair modules, and then come back.
MAV / Dropship (Medium Armor): They should only be moderately susceptible to infantry weapon fire (25% against weak points/ 10% against the rest of the vehicle), and have a larger HP pool so they are also less susceptible to AV. Dropships delivering troops need to be able to stick around long enough for pick up or offload, so they need more survivability. The same would go for a troop transport MAV. An Assault MAV would have more acceleration, and less hit points than a troop transport.
HAV (Heavy Armor): Infantry weapons would only do 10% damage to weak points / 3% damage to the rest. Heavy armor would be functionally impervious to small arms fire.
A weapon is not an AV weapon unless it can do noticeable damage to a Tank. A non AV weapon could stop a lightly armored vehicle, and maybe have some impact on a medium armored vehicle, but have no significant effect on a heavily armored vehicle. An AV weapon is effective against any vehicle.
And in case you are wondering why a LAV or a Fighter would not have more armor, it is because adding more weight would reduce their acceleration, and both rely on speed and maneuverability to survive.
I also see Fighters as being faster and more nimble than the Assault Dropships we had in DUST. A Fighter should be able to out maneuver a missile if the pilot is skilled enough.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Fox Gaden
Immortal Guides
7811
|
Posted - 2016.07.14 15:43:00 -
[185] - Quote
Breakin Stuff wrote:Oh, and who said anything about a rifle being able to take advantage of a weakspot?
If it's a weapon tagged to do full damage to that type of vehicle? Sure, weakspot.
If it's some chucklef**k with a scrambler pistol?
No weakspot for you. The weak spot on a vehicle should be more susceptible to any weapon.
Of course the term "more" in this case is relative to damage that weapon can inflict.
A scrambler pistol should do "more" damage to the front grill of a LAV than it would do to the side of the cab, but whether "more" represents significant damage depends on the damage profile of the weapon vs that vehicle.
"Weakspot" is a relative term. It might be more literal to say "Weaker spot". But that would be a clunky term.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Fox Gaden
Immortal Guides
7811
|
Posted - 2016.07.14 16:06:00 -
[186] - Quote
DUST Fiend wrote:I just worry about that idea a lot since LAVs were already tremendously useless despite having potential to be useful additions to the battle. They're already paper trucks as is, so if kept similarly there would literally never be a reason to deploy one because any jackass could shoot in your general direction and take you out, or severely wound you before even getting where you're going.
I feel that 10-20% damage is better, but have more sidearm AV options, possibly a dropsuit with two grenade slots, and the long since "promised" personal deployable turret installations. This would make it so every single player would have options to handle vehicles at all points in any given match, unless they straight up refused to use them. If every solder carries an actual AV weapon, then Tanks would need to be balanced against every solder having AV, at which point Tanks become either impossible to kill (OP) or death traps (UP).
If infantry don't normally carry AV weapons, then the choice to switch to AV weapons to take on a Tank has the balancing effect of making them less effective against infantry.
LAV's can be balanced on every solder being able to damage them because LAV's don't have a lot of offensive ability. Yes they can run over people standing in the open, but that can be countered by getting behind a post or wall... or just jumping to the side at the last moment. And anyone manning the turret is not protected, so you don't have to take out a LAV to take out the gunner. Since they are not strong offensively they can be given enough health that they are not easy to kill.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Ripley Riley
Incorruptibles
14078
|
Posted - 2016.07.14 16:34:00 -
[187] - Quote
Fox Gaden wrote:"Weakspot" is a relative term. It might be more literal to say "Weaker spot". Just popping in to say this. A weak spot doesn't have to be a "critical hit" location. It can simply mean small arms do damage when hitting [insert location].
My advice to you, playa.
|
Echo 1991
warravens Imperium Eden
1251
|
Posted - 2016.07.14 17:42:00 -
[188] - Quote
Ripley Riley wrote:Fox Gaden wrote:"Weakspot" is a relative term. It might be more literal to say "Weaker spot". Just popping in to say this. A weak spot doesn't have to be a "critical hit" location. It can simply mean small arms do damage when hitting [insert location]. Which would mean anything bigger should do more damage too. A forge gun is gonna be more destructive to that point than it would on area that isn't "weak".
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
|
Fox Gaden
Immortal Guides
7811
|
Posted - 2016.07.14 18:34:00 -
[189] - Quote
Mobius Wyvern wrote:Maken Tosch wrote: I still remember the debate between dropship pilots and swarm launcher players. It was nothing but constant back and forth bickering with no one willing to compromise on anything even if a single idea benefits everyone. And the players who did come up with such ideas were often shot down by both sides of the debate. Period.
That's incorrect. We came up with many ideas that would were agreed on by both sides, like lock-on warnings and countermeasure modules. The reason nothing ever came out of those discussions is because the solutions we found that made both sides happy were apparently beyond the developers to implement, so we could never go beyond futile attempts to try and create a TTK for Swarm Launchers against aircraft. Mobius Wyvern has a point. We did figure out how to balance Dropships and Swarm Launchers in a way that would be fun and engaging for both sides. It is just that the solutions we came up with were out of scope for the DUST on the PS3.
But with NOVA on the PC, we have a chance to do aircraft and anti aircraft right. So lets talk about that a bit.
- Missiles and their con trails rendering for pilots.. imagine that!
- Attempted lock warning, Lock on warning, and Missile pursuit warning. (Better than not knowing until the first one hits.)
- Missile proximity warning. The beep for the Missile pursuit warning beeps faster the closer it gets.
- Counter Measures (flairs, flack, chafe). Chance of decoying a missile increasing with proximity so that timing on releasing the Counter Measures directly effects their effectiveness. The flack/flairs/chafe only hangs in the air for a few seconds before it falls away and become ineffective.
- Fighters should be maneuverable enough to turn more sharply than a missile, so a good pilot should be able to out maneuver them. This is dependent on the pilot being able to spot the missile and getting their timing right.
- Fighters should carry four large anti vehicle missiles with lock on mechanics. They need to reload at a supply Depot.
The swarm launcher would still be the bane of the existence of inexperienced or incompetent pilots, but good pilots would be more concerned about Forge Guns.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8298
|
Posted - 2016.07.14 19:55:00 -
[190] - Quote
Fox Gaden wrote:Mobius Wyvern wrote:Maken Tosch wrote: I still remember the debate between dropship pilots and swarm launcher players. It was nothing but constant back and forth bickering with no one willing to compromise on anything even if a single idea benefits everyone. And the players who did come up with such ideas were often shot down by both sides of the debate. Period.
That's incorrect. We came up with many ideas that would were agreed on by both sides, like lock-on warnings and countermeasure modules. The reason nothing ever came out of those discussions is because the solutions we found that made both sides happy were apparently beyond the developers to implement, so we could never go beyond futile attempts to try and create a TTK for Swarm Launchers against aircraft. Mobius Wyvern has a point. We did figure out how to balance Dropships and Swarm Launchers in a way that would be fun and engaging for both sides. It is just that the solutions we came up with were out of scope for the DUST on the PS3. But with NOVA on the PC, we have a chance to do aircraft and anti aircraft right. So lets talk about that a bit. Lock-on Missile Counters: - Missiles and their con trails rendering for pilots.. imagine that! - Attempted lock warning, Lock on warning, and Missile pursuit warning. (Better than not knowing until the first one hits.)- Missile proximity warning. The beep for the Missile pursuit warning beeps faster the closer it gets. - Counter Measures (flairs, flack, chafe). Chance of decoying a missile increasing with proximity so that timing on releasing the Counter Measures directly effects their effectiveness. The flack/flairs/chafe only hangs in the air for a few seconds before it falls away and become ineffective. - Fighters should be maneuverable enough to turn more sharply than a missile, so a good pilot should be able to out maneuver them. This is dependent on the pilot being able to spot the missile and getting their timing right. - Dropships should be tough enough to take a few hits. The swarm launcher would still be the bane of the existence of inexperienced or incompetent pilots, but good pilots would be more concerned about Forge Guns. Fighter Wing Hardpoints for Missiles: - 4 hard points to mount ordinance on the wings. Need to land at a supply depot or base facility to reload. - Locking missiles with the same lock on mechanics as a Swarm Launcher. A single Fighter missile would do damage equivalent to a Swarm of the smaller Swarm Launcher missiles. - Dumb fire missiles that do more damage than Locking missiles (one shot other Fighters, and do significant damage to tanks). Fixed Nose Turrets: Fighters should also have a medium turret (possibly a pair of medium turrets) mounted in a fixed position firing in the direction the fighter is pointed. (If paired turrets, the streams should not converge enough for both turrets to hit a target as amll as a solder.) Having the turret fixed is a balance measure to prevent fighter pilots from camping infantry on the ground. We know what happens when an aircraft points its nose at the ground for too long. Fighter Mobility: Fighters should use the same type of propulsion as Dropships, but being lighter, they should be much more responsive. They should also have stubby wings which provide lift when they are moving at high speed. Have a button to toggle to fix the fighter engines in a forward thrust configuration, or release them into Dropship mode. Have flaps and rudder engage when engines are in forward thrust configuration. Make the switch a manual toggle, so pilots are able to engage in stalling maneuvers, which an automatic switch based on flight speed would not allow. It would be a bit like a Harrier Jet, but with the maneuverability of a helicopter in hover mode. I would personally strongly oppose any kind of multi-person design because the issues with balance between firepower, hp, and mobility would be a nightmare to say the least. I would say we should in all cases have VTOL and Fixed-Wing aircraft as separate entities.
Consider that in order to balance their potential firepower, Fighters have been proposed by many as having the lowest EHP of all vehicles, making them a large and vulnerable target relying entirely on speed and maneuverability to stay alive. A Dropship, however, is a heavier air vehicle built around hovering and having the highpoints to take some hits and stay airborne. A Fighter having to use its powerful weapons in passes because they are all fixed-mounts helps balance their firepower.
A Fighter being able to select modes would mean they'd need hp to survive hovering at low speeds which would be extension unbalance their offensive capabilities or require them to be laughably weak offensively.
HOWEVER, some of you may remember my thread on the idea of MTACs being modular "mechs" that basically perform as the Tech-III of Dust(now Nova) vehicles. They would be very expensive but also allow one player some serious offensive potential at the cost of having some drawbacks to balance them.
What if - at some point in the future - we could have mode-switching aircraft that can perform a VTOL gunship AND Fighter role, and with bonuses that apply in each mode similar to Tactical Destroyers in EVE? Hover Mode could give bonuses to defensive modules, and Fighter mode could give bonuses to mobility modules.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13095
|
Posted - 2016.07.14 20:17:00 -
[191] - Quote
A VTOL fighter doesn't have to have slow lateral movement. It can be fast. Make 'em fast, light and violent.
Yes, I am a Goon. No, I don't care about your spacepolitik.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13095
|
Posted - 2016.07.14 20:18:00 -
[192] - Quote
I also don't want fire & forget missiles ever again.
Yes, I am a Goon. No, I don't care about your spacepolitik.
|
Ripley Riley
Incorruptibles
14078
|
Posted - 2016.07.14 20:38:00 -
[193] - Quote
Breakin Stuff wrote:I also don't want fire & forget missiles ever again. Awww Not even some kind of dumb fire rocket? I had hot, wet fantasies about Viziam EM rockets to take out shield tank vehicles.
My advice to you, playa.
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8298
|
Posted - 2016.07.14 21:01:00 -
[194] - Quote
Breakin Stuff wrote:A VTOL fighter doesn't have to have slow lateral movement. It can be fast. Make 'em fast, light and violent. For a jet, VTOL needs to be for landing only. We don't want some kind of multi-mode aircraft that can do everything and makes other aircraft obsolete. Even if it doesn't do that, balancing will be a nightmare.
There's a reason why no one takes the "ESF"s in Planetside 2 seriously.
Jets and helicopter-type vehicles need to be separated in order to have both be balanced and fun.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Joel II X
Bacon with a bottle of Quafe
10385
|
Posted - 2016.07.14 21:09:00 -
[195] - Quote
Breakin Stuff wrote:I also don't want fire & forget missiles ever again. In order for the missiles to hit their target, the AV should keep the lock-on on the vehicle as much as they can. Doing so increases the speed of the missiles, while losing lock-on would slow the missiles. If they get too slow, or change target, the missiles detonate early.
The Launcher would have an X-Range for activating lock and releasing payload, while their lock could extend up to Y-Range so as to balance vehicle speed.
Scouts United
Gk.0s & Quafes all day.
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8298
|
Posted - 2016.07.14 21:46:00 -
[196] - Quote
Joel II X wrote:Breakin Stuff wrote:I also don't want fire & forget missiles ever again. In order for the missiles to hit their target, the AV should keep the lock-on on the vehicle as much as they can. Doing so increases the speed of the missiles, while losing lock-on would slow the missiles. If they get too slow, or change target, the missiles detonate early. The Launcher would have an X-Range for activating lock and releasing payload, while their lock could extend up to Y-Range so as to balance vehicle speed. Fire-and-Forget is NOT a problem. Not at all.
The only reason they presented a problem in Dust 514 was because they didn't obey the laws of physics and had virtually no limitations. Even after multiple nerfs they still flew super fast and turned nearly on a dime, and there were no countermeasures to spoof them.
A properly designed Fire-and-Forget weapon would have restrictions in turning most importantly such that you can out-turn the missiles if you fly well. Countermeasures like flares and chaff should also be available to try and break their lock.
Now, I do like the idea of a weapon that requires you to hold a lock and thus fires a missile that is harder to defeat.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Derpty Derp
Dead Man's Game
1481
|
Posted - 2016.07.14 22:35:00 -
[197] - Quote
Mobius Wyvern wrote: A properly designed Fire-and-Forget weapon would have restrictions in turning most importantly such that you can out-turn the missiles if you fly well. Countermeasures like flares and chaff should also be available to try and break their lock.
It would have been good fun dodging missiles, if the only way to avoid them wasn't to crash into something at full speed and hope the physics engine glitched to let you bounce off it without taking damage... Still one of my happiest moments in Dust.
Mobius Wyvern wrote: Now, I do like the idea of a weapon that requires you to hold a lock and thus fires a missile that is harder to defeat.
That would be quite nice as the swarm-like turret people wanted for vehicles, force the pilot to keep the target in its sights while the missiles are flying towards the target... Menwhile having to dodge forge blasts because one hit would bounce your aim clean off sending the missiles off to visit a nearby wall. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13095
|
Posted - 2016.07.15 00:16:00 -
[198] - Quote
I would say if you lose lock, missiles go on terminal ballistic path. IE they fly straight and fast in whatever direction they were pointed.
And traditional fixed-wing aircraft are problematic in the extreme on maps that aren't huge.
I was thinking somewhere between Harrier and Cobra gunship for intent on flying vehicles.
Yes, I am a Goon. No, I don't care about your spacepolitik.
|
Maken Tosch
DUST University Ivy League
13592
|
Posted - 2016.07.15 01:01:00 -
[199] - Quote
Breakin Stuff wrote:I would say if you lose lock, missiles go on terminal ballistic path. IE they fly straight and fast in whatever direction they were pointed.
And traditional fixed-wing aircraft are problematic in the extreme on maps that aren't huge.
I was thinking somewhere between Harrier and Cobra gunship for intent on flying vehicles.
Auto-Target would be fun. Except they might also auto-target your friendly vehicles as well. Happened in Eve Online one time when someone brought in a Caldari ship to a PvP fight in low-sec but ended up wiping out his own roam fleet because he used Auto-Targeting missiles. Needless to say, his intended targets got away.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
Dreis ShadowWeaver
RIP DUST 514
9364
|
Posted - 2016.07.15 01:15:00 -
[200] - Quote
Maken Tosch wrote:Breakin Stuff wrote:I would say if you lose lock, missiles go on terminal ballistic path. IE they fly straight and fast in whatever direction they were pointed.
And traditional fixed-wing aircraft are problematic in the extreme on maps that aren't huge.
I was thinking somewhere between Harrier and Cobra gunship for intent on flying vehicles. Auto-Target would be fun. Except they might also auto-target your friendly vehicles as well. Happened in Eve Online one time when someone brought in a Caldari ship to a PvP fight in low-sec but ended up wiping out his own roam fleet because he used Auto-Targeting missiles. Needless to say, his intended targets got away. I'm sure CCP could make sure that doesn't happen.
We did it for Nigel ( ; ~;)7
|
|
Scheneighnay McBob
Penumbra or something
7889
|
Posted - 2016.07.15 01:22:00 -
[201] - Quote
As far as missiles not rendering, that was a PS3 issue above anything else.
The missiles would be fired from beyond projectile/effect rendering distance, and then move in faster than the PS3's GPU could process them.
Running the game on something other than a potato wouldn't have issues like that.
Current state of the forums
|
Derpty Derp
Dead Man's Game
1482
|
Posted - 2016.07.15 08:36:00 -
[202] - Quote
Scheneighnay McBob wrote:As far as missiles not rendering, that was a PS3 issue above anything else.
The missiles would be fired from beyond projectile/effect rendering distance, and then move in faster than the PS3's GPU could process them.
Running the game on something other than a potato wouldn't have issues like that. It was a programming issue, the systems limitations should have been well known to everyone that needed to know. Not that a more powerful system wont help... But power alone doesn't make up for bad code... I can program something that will slow down the whole system while doing absolutely nothing of use, no matter how decent the hardware. |
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8302
|
Posted - 2016.07.15 08:49:00 -
[203] - Quote
Derpty Derp wrote:Scheneighnay McBob wrote:As far as missiles not rendering, that was a PS3 issue above anything else.
The missiles would be fired from beyond projectile/effect rendering distance, and then move in faster than the PS3's GPU could process them.
Running the game on something other than a potato wouldn't have issues like that. It was a programming issue, the systems limitations should have been well known to everyone that needed to know. Not that a more powerful system wont help... But power alone doesn't make up for bad code... I can program something that will slow down the whole system while doing absolutely nothing of use, no matter how decent the hardware. Precisely. No matter how beefy your rig if you're running needlessly chunky software designed specifically to use every last resource, your beefy rig is going to run like a Pentium 1 from the 90s.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Derpty Derp
Dead Man's Game
1482
|
Posted - 2016.07.15 08:51:00 -
[204] - Quote
Breakin Stuff wrote:I would say if you lose lock, missiles go on terminal ballistic path. IE they fly straight and fast in whatever direction they were pointed.
As long as they're designed not to fire forwards this would be fine, otherwise you'll get a lot of people not holding the lock for more than a millisecond, because it's already launching forwards. Not a huge problem for vehicles that move a lot on multiple axis like dropships, but ground vehicles and possibly infantry would be at risk of fire and forget gameplay.
If however the missiles follow the lock, it would allow for interesting manoeuvring of the missiles, allowing the person launching to fire around multiple obstacles and friendly assets, or even just to juke a dropship into dodging one way and ending up in a whole world of trouble.
Dreis ShadowWeaver wrote:Maken Tosch wrote: Auto-Target would be fun. Except they might also auto-target your friendly vehicles as well. Happened in Eve Online one time when someone brought in a Caldari ship to a PvP fight in low-sec but ended up wiping out his own roam fleet because he used Auto-Targeting missiles. Needless to say, his intended targets got away.
I'm sure CCP could make sure that doesn't happen. Hopefully they keep the risk, misuse should have consequences... And it would be funny as hell. |
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8302
|
Posted - 2016.07.15 11:41:00 -
[205] - Quote
Derpty Derp wrote:Breakin Stuff wrote:I would say if you lose lock, missiles go on terminal ballistic path. IE they fly straight and fast in whatever direction they were pointed.
As long as they're designed not to fire forwards this would be fine, otherwise you'll get a lot of people not holding the lock for more than a millisecond, because it's already launching forwards. Not a huge problem for vehicles that move a lot on multiple axis like dropships, but ground vehicles and possibly infantry would be at risk of fire and forget gameplay. If however the missiles follow the lock, it would allow for interesting manoeuvring of the missiles, allowing the person launching to fire around multiple obstacles and friendly assets, or even just to juke a dropship into dodging one way and ending up in a whole world of trouble. Dreis ShadowWeaver wrote:Maken Tosch wrote: Auto-Target would be fun. Except they might also auto-target your friendly vehicles as well. Happened in Eve Online one time when someone brought in a Caldari ship to a PvP fight in low-sec but ended up wiping out his own roam fleet because he used Auto-Targeting missiles. Needless to say, his intended targets got away.
I'm sure CCP could make sure that doesn't happen. Hopefully they keep the risk, misuse should have consequences... And it would be funny as hell. I'm not sure if that would be a good idea for a game, but I do remember a hilarious instance of a YouTube recording of DCS World where the player fired a heatseeking missile without knowing his friend had hit his afterburners above and in front of him, which caused the missile to make a sharp turn up and detonate right behind him, which wiped him out in one shot.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Fox Gaden
Immortal Guides
7812
|
Posted - 2016.07.15 12:05:00 -
[206] - Quote
Breakin Stuff wrote:I also don't want fire & forget missiles ever again. Why not?
Is there a game with fighters that does not have fire and forget missiles?
Can our experience with DUST really give us a fair impression of fire & forget missiles when DUST did not have Lock on warnings, or counter measures?
Fire and forget missiles give pilots so many chances to challenge themselves and show off their skills if they were done right.
Having the first missile hit being a pilot's first warning that they are being targeted is not the way to do fire & forget missiles!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Fox Gaden
Immortal Guides
7812
|
Posted - 2016.07.15 12:12:00 -
[207] - Quote
Mobius Wyvern wrote:Breakin Stuff wrote:A VTOL fighter doesn't have to have slow lateral movement. It can be fast. Make 'em fast, light and violent. For a jet, VTOL needs to be for landing only. We don't want some kind of multi-mode aircraft that can do everything and makes other aircraft obsolete. Even if it doesn't do that, balancing will be a nightmare. There's a reason why no one takes the "ESF"s in Planetside 2 seriously. Jets and helicopter-type vehicles need to be separated in order to have both be balanced and fun. Are there going to be other aircraft besides Fighters and Dropships?
Fighters (Light Aircraft): light, fast, and nimble. No passengers. Dropships (Medium Aircraft): Bigger, slower, heavier, and tougher than Fighters and carry 6 passengers.
There is not a whole lot of overlap there.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8303
|
Posted - 2016.07.15 13:50:00 -
[208] - Quote
Fox Gaden wrote:Mobius Wyvern wrote:Breakin Stuff wrote:A VTOL fighter doesn't have to have slow lateral movement. It can be fast. Make 'em fast, light and violent. For a jet, VTOL needs to be for landing only. We don't want some kind of multi-mode aircraft that can do everything and makes other aircraft obsolete. Even if it doesn't do that, balancing will be a nightmare. There's a reason why no one takes the "ESF"s in Planetside 2 seriously. Jets and helicopter-type vehicles need to be separated in order to have both be balanced and fun. Are there going to be other aircraft besides Fighters and Dropships? Fighters (Light Aircraft): light, fast, and nimble. No passengers. Dropships (Medium Aircraft): Bigger, slower, heavier, and tougher than Fighters and carry 6 passengers. There is not a whole lot of overlap there. And as Breakin Stuff mentioned in another post, exclusively fixed winged aircraft are problematic on small maps, and let's not forget that a huge map for infantry is still a small map for a Fighter. Allowing the Fighter to hover does not necessitate making it tanky. Being able to hover and be maneuverable at low speeds would allow them to take cover between buildings, or fly down a street in a complex. Then they only have to deal with local dangers, and if things get hot locally, they can head up, pick up speed, and head out. Either that, or just duck around a corner. Fixed wing mode is really more to give the full fighter experience in Fighter vs Fighter combat. But entirely fixed winged Fighters would have little use on maps sized for an infantry game. What I'm saying is we already had confirmed for us that Fighter weren't in Dust because the maps were too small. That and the design shown at FanFest 2012 both fairly clearly indicate that they were meant as Fixed-Wing only and not meant to function in any capacity as a pseudo-gunship.
Also, similar to your example of not using Dust as an example of the only way that knock-on weapons can work, I don't think Dust should be used as any example of map size in Nova, especially considering that we were eventually supposed to get all 25 square kilometers in Dust maps before then moving bigger.
I would be very surprised if CCP Ratatti's master plan is to bring back Territorial Warfare in small maps with 32 players maximum.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
byte modal
911
|
Posted - 2016.07.15 14:45:00 -
[209] - Quote
fight! fight! fight!!!!!! Forum fight in the hallway!! RUN!!!
friday. bored@work.
kitten bacon taco (nom)
|
byte modal
911
|
Posted - 2016.07.15 14:46:00 -
[210] - Quote
Mobius Wyvern wrote:Derpty Derp wrote:Breakin Stuff wrote:I would say if you lose lock, missiles go on terminal ballistic path. IE they fly straight and fast in whatever direction they were pointed.
As long as they're designed not to fire forwards this would be fine, otherwise you'll get a lot of people not holding the lock for more than a millisecond, because it's already launching forwards. Not a huge problem for vehicles that move a lot on multiple axis like dropships, but ground vehicles and possibly infantry would be at risk of fire and forget gameplay. If however the missiles follow the lock, it would allow for interesting manoeuvring of the missiles, allowing the person launching to fire around multiple obstacles and friendly assets, or even just to juke a dropship into dodging one way and ending up in a whole world of trouble. Dreis ShadowWeaver wrote:Maken Tosch wrote: Auto-Target would be fun. Except they might also auto-target your friendly vehicles as well. Happened in Eve Online one time when someone brought in a Caldari ship to a PvP fight in low-sec but ended up wiping out his own roam fleet because he used Auto-Targeting missiles. Needless to say, his intended targets got away.
I'm sure CCP could make sure that doesn't happen. Hopefully they keep the risk, misuse should have consequences... And it would be funny as hell. I'm not sure if that would be a good idea for a game, but I do remember a hilarious instance of a YouTube recording of DCS World where the player fired a heatseeking missile without knowing his friend had hit his afterburners above and in front of him, which caused the missile to make a sharp turn up and detonate right behind him, which wiped him out in one shot.
FF FTW!!!
kitten bacon taco (nom)
|
|
|
|
|
Pages: 1 2 3 4 5 6 [7] 8 9 :: one page |
First page | Previous page | Next page | Last page |