Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Mo Gallas Gentralde
Crux Special Tasks Group Gallente Federation
178
|
Posted - 2012.08.16 11:40:00 -
[1] - Quote
Normally, I wouldn't bother posting this problem a second time, but, it has been a while since I talked about this subject, and... it has actually now become slightly worse.
Weaponry fired from a mobile vehicle ALWAYS fires a foot, to a meter in the opposing direction of motion (the faster the motion the greater the distance jump). What this means is that attacks still do not originate from inside the turrets... This is incredibly problematic now that dropship flight patterns have been changed.
What this means: If a dropship is moving to the right or left, or even rolling around, when a player in the turret launches a missile or fires a railgun, the bullet/missile will start INSIDE the dropship.
Simply put, this means the dropship will spin and fall to the floor from the premature detonation.
If there were 3 targets lined up in a row, and the dropship is moving to the right. If you were to perfectly aim at the center target, and pull the trigger... you'd hit the target on the left.
----every twitch of the pilot's path means you have to completely re-calculate where the object is going to land.
on one side this is a good thing.. meaning gunners have to plan, on the other hand, its a bad thing because it means the gunner and the pilot have to spend more time paying attention to each other than the battle at times. if the hitting of self was disabled they could spend more effort playing with each other instead of flaying with each other. |
Kleanur Guy
SyNergy Gaming
154
|
Posted - 2012.08.16 12:41:00 -
[2] - Quote
This is due to the driver moving (or your lagging). Think about it in RL. If you shoot at an object still, it shouldnt be a problem. Now when you try to shoot at the object where it was half a second or whatever it is and it was moving, you'd surely miss (considering the object is moving fast). Need to shoot ahead or behind and compensate for the movement.
Yes, I have reversed the situation however it does still work with you in the vehicle.
Also, it could be lag, when I played on the US servers (currently play on Asia servers) the amount of turret weaponry displacement (as you call it) was huge and no-where near accurate. On the low ping asia servers it seems to look fine.
\WAI in my experiences.
|
Mo Gallas Gentralde
Crux Special Tasks Group Gallente Federation
178
|
Posted - 2012.08.17 04:00:00 -
[3] - Quote
Uh... wrong type of motion here.
If the missile had the inertia variant you describe here the missile would hit off to the side in the same direction and the vector of movement, not perfectly opposed to it.
Example.. ship moves --> way.. target will be off by a quantity of --> way. according to the example you give, but... How it is ingame: Ship moves --> that way target is off by <-- that way but is parallel to shot taken.
I'll draw a diagram here like I did in the last example: V: vector of motion ==: position of gun ---:expected trajectory x: impact site
Expected shot: Projectile originates inside turret and fires straight from sight, possible curve due to inertia, but in this example inertia is completely negated because there is no missile inertia ingame that I can identify.
V V V== ------------------x V V
What actually happens: projectile originates behind turret on prior pathway, and if pilot turns rapidly, from a position the dropship never occupied. as if the gun is being dragged behind on a rope, but is pointing parallel to a targeting system held by the gunner.
V --------------------x V V== V V |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |