Lead Squall
Planetary Response Organisation Test Friends Please Ignore
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Posted - 2012.10.24 16:41:00 -
[1] - Quote
Mobius Wyvern wrote:xjumpman23 wrote:Wow so they slowed the game down and have "instant hit mechanics" and people still complained about people strafing. I've disagreed with you before, but I think we're on the same page now. The low strafe speed with instant hit is clearly an issue, which is why Wolfman made a thread saying that they're re-tweaking it. However, I think the need to lead your targets at medium to long range would really put a premium on the skill of the player.
I agree on hit detection for some weapons, but not on others. For instance, the sniper rifle is supposed to throw rounds at 2,500 m/s + . It would only take .1 seconds to hit a target at 250 meters. (current technology puts sniper bullets traveling at 800-1000 m/s - so about 3 times faster) That said, a scout sprinting at 8 m/s would move .8 meters in that time. Assuming he's running perpendicular to your line of fire that bullet should completely miss him. (off topic, the description describes the round in inches, but everything else is in metric. I would hope that the imperial system doesn't survive the inter galactic travel and this is coming from an American.) For the sniper, I believe that if they changed the mythos behind it and put a smaller round at a far higher speed, they can use hit detection.
lasers, on the other hand, move at 300,000,000 m/s. For the distances we are talking about, it's instantaneous and can rely on hit detection.
The AR is a different matter. It is throwing magnetic balls of plasma. While solar flares can throw plasma at up to 3,200,000 m/s, I doubt the AR is capable of those speeds (If it is capable of that, it should be far more powerful than it currently is). If it's throwing plasma at velocities similar to that as current sniper rifles (1000 m/s), at 100 meters, the projectile would take .1 second. We've already established that a sprinting player would be missed with out lead, assuming perpendicular travel, with that lag time.
unless all of the damage is coming from heat (and if that's the case, why are they so effective against armor? I thought armor was rather strong against thermal damage. The description also seems to indicate that the damage is almost completely thermal based) There is no way for the plasma to be traveling fast enough to be hit detection based. Though, the description does give an excellent reason for fall off, as past a certain distance, the magnetic field on the bolt will fail and heat will escape quickly.
Considering that this takes place far in the future, the game can warp physics a bit with it's mythos. It doesn't have to tell us why things happen, only that they do. But a well thought out why does wonders for immersion. With that, the mid to long range weapons can have projectiles that move fast enough to need only hit detection and don't lag. It can make sense, so long as they have the mythos to support it.
It would be nice to have travel time on some weapons for the sake of adding skill, but it does add significant processing load which may negatively affect game play. I'd say, if anything, put travel time on sniper rifles only (or change the mythos a bit for a faster round) as adding it to the assault rifle would truly put a burden on the servers. Adding only to snipers would adjust the "easy mode" that snipers are currently in and would not significantly add to processing, as there are far fewer sniper shots than assault rifle shots, and that numbemay be further reduced as people need to work harder for longer shots |