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Swufy
Internal Error. Negative-Feedback
70
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Posted - 2013.01.30 06:41:00 -
[1] - Quote
Summary: Remove interaction between vehicle movement and projectile destination from the small turrets on said vehicle until mechanic is working correctly.
There's currently a problem from any player riding in someone else's vehicle: the ride isn't smooth. There's just the slightest stutter as latency and game physics communicate between the two players. Now, it's realistic and smart to have the shots from a small turret attached to the vehicle affected by the direction and speed of the vehicle it is mounted to. However, this implementation is actually counter-productive. I shall explain.
The small rocket turret has the splash and damage tweaked and is about where it should be imo. However, ride in a tank, one in the front and one on the top turret. As the tank moves and jumps and skips, the turrets aim is affected. If the tank is perfectly motionless, my rockets hit where I am aiming. If the tank is moving in any direction whatsoever... let's just say if their was a hipfire cursor to show accuracy, the lines would be touching the edges of my television.
I fired a rocket and it hit the left side of my screen... which happened to be the direction we were heading to at that moment. The gunner's bullets aren't going off the velocity of the vehicle, but the jitters from latency/physic calculations. At least rockets have splash; small railgun turrets? Totally useless unless the tank is redline camping and NOT MOVING!!! Everyone I know hops into a tank, realizes the turret is a small railgun, and just leaves pissed off. Blasters are killer because they're rapid fire, not single-shots like rockets and railguns.
If I aim my small turret at a spot on the wall, I expect to hit it, or at least come close, whether I'm at 0 mph, or 60 mph. Not being able to hit the broad side of a barn (literally) is unacceptable. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.30 08:18:00 -
[2] - Quote
Swufy wrote:Summary: Remove interaction between vehicle movement and projectile destination from the small turrets on said vehicle until mechanic is working correctly.
There's currently a problem from any player riding in someone else's vehicle: the ride isn't smooth. There's just the slightest stutter as latency and game physics communicate between the two players. Now, it's realistic and smart to have the shots from a small turret attached to the vehicle affected by the direction and speed of the vehicle it is mounted to. However, this implementation is actually counter-productive. I shall explain.
The small rocket turret has the splash and damage tweaked and is about where it should be imo. However, ride in a tank, one in the front and one on the top turret. As the tank moves and jumps and skips, the turrets aim is affected. If the tank is perfectly motionless, my rockets hit where I am aiming. If the tank is moving in any direction whatsoever... let's just say if their was a hipfire cursor to show accuracy, the lines would be touching the edges of my television.
I fired a rocket and it hit the left side of my screen... which happened to be the direction we were heading to at that moment. The gunner's bullets aren't going off the velocity of the vehicle, but the jitters from latency/physic calculations. At least rockets have splash; small railgun turrets? Totally useless unless the tank is redline camping and NOT MOVING!!! Everyone I know hops into a tank, realizes the turret is a small railgun, and just leaves pissed off. Blasters are killer because they're rapid fire, not single-shots like rockets and railguns.
If I aim my small turret at a spot on the wall, I expect to hit it, or at least come close, whether I'm at 0 mph, or 60 mph. Not being able to hit the broad side of a barn (literally) is unacceptable.
the lads that gun for my dropships used to have the problems your chatting about , untill ......well we got lots of practice now they are pretty much unstoppable be it with the stabalised blaster or the cyclic missile launchers now when they gun for my ship they can easily rack up 10-20 kills in a match each , and thats with me flying round objectives and evading swarms and forges alike. If your going to use the bog standerd missile turrets then expect next to no accuracy when gunning from a LAV . |
Thranx1231
CowTek
90
|
Posted - 2013.01.30 08:48:00 -
[3] - Quote
pegasis prime wrote:Swufy wrote:Summary: Remove interaction between vehicle movement and projectile destination from the small turrets on said vehicle until mechanic is working correctly. the lads that gun for my dropships used to have the problems your chatting about , untill ......well we got lots of practice now they are pretty much unstoppable be it with the stabalised blaster or the cyclic missile launchers ... yada, yada, yada I get that you are proud of your lads and that you use fancy turrets. The fact is the turrets used to work. Now they do not.
Unless we are talking about you and your lads. Over there everything is butter pecan milkshakes and cute Kittens.
Over here it is different: We have Kitten Milkshakes and the server keeps giving us the same dish no matter how many times we tell them that it is wrong.
Frankly your solution is not worth the SP. It takes too long to get and you and your lads may be a fluke. Our other choice is to trust CCP and excuse the Kitten out of me, these are the bucket of Genui that broke this mechanic in the first place. Meanwhile you are the only missile turret advocate. Pardon me if I just want the to fix what they broke in the first place.
One can almost imagine the pitch:
Take something that works. Break it. Make the only version that does work cost a fortune and ... profit!
I seriously doubt that scenario. This one I do believe:
Break something when converting to C++. Don't understand why and try to squeeze the unbreaking into the schedule. Eh, maybe later. We don't know what is wrong anyway so it has to be later.
That I would believe. Just like I believe we went to Open Beta with such a flawed mechanic front and center in their game. Pathetic really. |
Django Quik
R.I.f.t
220
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Posted - 2013.01.30 11:08:00 -
[4] - Quote
Put simply it should be difficult to hit stuff when you're moving. When you're running with a rifle, your aim is a bit off. When you're whizzing along at high speed in a LAV, HAV or dropship your aim should be waaaay off. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.30 11:16:00 -
[5] - Quote
Should it be difficult to hit while moving? yes. Should the slightest twitch from your HAV driver throw your missile 40 degrees off your reticule? No.
Ideally, "inheritance" should only affect missiles, and only when the vehicle is moving at sufficient speed to throw off your aim. Oddly, LAVs don't seem to suffer from this effect nearly as much. This has been a problem since the first builds - and I hope that a solution is near by now. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.30 12:15:00 -
[6] - Quote
Thranx1231 wrote:pegasis prime wrote:Swufy wrote:Summary: Remove interaction between vehicle movement and projectile destination from the small turrets on said vehicle until mechanic is working correctly. the lads that gun for my dropships used to have the problems your chatting about , untill ......well we got lots of practice now they are pretty much unstoppable be it with the stabalised blaster or the cyclic missile launchers ... yada, yada, yada I get that you are proud of your lads and that you use fancy turrets. The fact is the turrets used to work. Now they do not. Unless we are talking about you and your lads. Over there everything is butter pecan milkshakes and cute Kittens. Over here it is different: We have Kitten Milkshakes and the server keeps giving us the same dish no matter how many times we tell them that it is wrong. Frankly your solution is not worth the SP. It takes too long to get and you and your lads may be a fluke. Our other choice is to trust CCP and excuse the Kitten out of me, these are the bucket of Genui that broke this mechanic in the first place. Meanwhile you are the only missile turret advocate. Pardon me if I just want the to fix what they broke in the first place. One can almost imagine the pitch: Take something that works. Break it. Make the only version that does work cost a fortune and ... profit! I seriously doubt that scenario. This one I do believe: Break something when converting to C++. Don't understand why and try to squeeze the unbreaking into the schedule. Eh, maybe later. We don't know what is wrong anyway so it has to be later. That I would believe. Just like I believe we went to Open Beta with such a flawed mechanic front and center in their game. Pathetic really.
Yes i am proud of my gunners amd yes as you call them " fancy" turretsd ohh yea lvl 2 turrets are real fancy i think not , why should you be as accurate and dealy as my gunners with no investment, when you see the results an investment in deacnet turrets dose then you have an oppinion , but untill then mr malitia its going to be a hard long journy for an effective kill. |
charlesnette dalari
Creative Killers
159
|
Posted - 2013.01.30 12:52:00 -
[7] - Quote
pegasis prime wrote:Thranx1231 wrote:pegasis prime wrote:Swufy wrote:Summary: Remove interaction between vehicle movement and projectile destination from the small turrets on said vehicle until mechanic is working correctly. the lads that gun for my dropships used to have the problems your chatting about , untill ......well we got lots of practice now they are pretty much unstoppable be it with the stabalised blaster or the cyclic missile launchers ... yada, yada, yada I get that you are proud of your lads and that you use fancy turrets. The fact is the turrets used to work. Now they do not. Unless we are talking about you and your lads. Over there everything is butter pecan milkshakes and cute Kittens. Over here it is different: We have Kitten Milkshakes and the server keeps giving us the same dish no matter how many times we tell them that it is wrong. Frankly your solution is not worth the SP. It takes too long to get and you and your lads may be a fluke. Our other choice is to trust CCP and excuse the Kitten out of me, these are the bucket of Genui that broke this mechanic in the first place. Meanwhile you are the only missile turret advocate. Pardon me if I just want the to fix what they broke in the first place. One can almost imagine the pitch: Take something that works. Break it. Make the only version that does work cost a fortune and ... profit! I seriously doubt that scenario. This one I do believe: Break something when converting to C++. Don't understand why and try to squeeze the unbreaking into the schedule. Eh, maybe later. We don't know what is wrong anyway so it has to be later. That I would believe. Just like I believe we went to Open Beta with such a flawed mechanic front and center in their game. Pathetic really. Yes i am proud of my gunners amd yes as you call them " fancy" turretsd ohh yea lvl 2 turrets are real fancy i think not , why should you be as accurate and dealy as my gunners with no investment, when you see the results an investment in deacnet turrets dose then you have an oppinion , but untill then mr malitia its going to be a hard long journy for an effective kill.
exactly. there are skills and modules that you can equip that will make the turrets more accurate while moving. if you have not trained those skills or are not using those modules then everything is working as it should.
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