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Thread Statistics | Show CCP posts - 0 post(s) |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
920
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Posted - 2013.03.09 11:30:00 -
[31] - Quote
MF the MD |
madd greazy
OSG Planetary Operations Covert Intervention
35
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Posted - 2013.03.09 11:33:00 -
[32] - Quote
I always wondered why my mass driver randomly didn't dmg people, but the explosion was obviously in range....
+! for the info
My opinion would be, for the blast radius to have a hemispherical (half of a sphere) effect, reflecting the surface in which the mass driver shot impacts. The blast radius would deal damage to any character's "hit box" being inside the blast's radius on impact, of course any obstructions stop explosive damage as always.
The same would apply for a direct hit, if you hit someone directly in the chest from a front on shot. the blast radius would not damage someone standing slightly behind the victim, but would to anyone in front of them.
I would assume this is what the logical choice would be, or maybe even what CCP's goal was but for some reason it doesn't work as easily as one might have expected. |
madd greazy
OSG Planetary Operations Covert Intervention
35
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Posted - 2013.03.09 11:34:00 -
[33] - Quote
Django Quik wrote:Sobriety Denied wrote:as mainly MD user i'm going to have to disagree. this "bug" is the MDs only weakness, and needs to remain, hell they already want to nerf us, i dont think we need a buff. just accept it as the MDs weakness when someone elevates to you. also saying that when they jump over our blasts they recieve no damage, that is not true, i've helped them jump further and higher (ragdoll) on many occasions. the MDs fine, leave it alone. Keeping something broken for balance purposes is counter intuitive - you fix things that are broken and then re-balance it based on the fixed version. Also, something does seem to have changed with self-damage since I used MDs back in the codex build. I am told by current users that you do get self-damage but I can't count the number of times I've been MDd at point blank range and the firer has taken no damage at all. Especially in the indoor areas using a MD should be basically insta-suicide.
you totally take self damage from a mass driver explosion, don't let trolls play you. |
madd greazy
OSG Planetary Operations Covert Intervention
35
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Posted - 2013.03.09 11:35:00 -
[34] - Quote
i figured that would be common knowledge, a self thrown grenade damages you doesn't it? |
Django Quik
R.I.f.t
236
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Posted - 2013.03.09 11:54:00 -
[35] - Quote
madd greazy wrote:i figured that would be common knowledge, a self thrown grenade damages you doesn't it?
I'm just relaying my personal experiences of people MDing me from a meter away and taking no damage themselves. |
madd greazy
OSG Planetary Operations Covert Intervention
35
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Posted - 2013.03.09 12:05:00 -
[36] - Quote
Django Quik wrote:madd greazy wrote:i figured that would be common knowledge, a self thrown grenade damages you doesn't it? I'm just relaying my personal experiences of people MDing me from a meter away and taking no damage themselves.
If they land the shot just behind you as you approach they can sometimes get away with hitting you and not themselves. |
Aeon Amadi
WarRavens
1068
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Posted - 2013.03.09 12:37:00 -
[37] - Quote
Haven't used the MD in a long time but I can say with 100% certainty that CCP has stated that it's spherical, not horizontal. Maybe they're just outside of the sphere because, by being at the top of said hill, the round is hitting toward the base of the hill? Essentially what I'm trying to suggest is that the curvature of the hill isn't relative to the round's sphere, which is coded to be a certain radius no matter what - so the distance from the round to the target isn't a straight line it's an arc.
http://www.intuitor.com/student/ArtilleryProblem.jpg
Looking at the explosion, the distance is the same in all directions. 5m is 5m no matter what angle it is; so if they are 5m away from the explosion, but 3m higher; they're not within the radius.
Essentially what it boils down to is that it's not a flat-plain, so the 'x' and 'y' axis (while still being in effect) don't actually account for the 'z' axis.
http://wiki.guildwars.com/images/thumb/f/fb/Z_axis.jpg/300px-Z_axis.jpg
On a grid of 6x6x6, if the round hit at -3 on the 'z' axis it's only going to reach up to +2 with 5 radius, so anymore than that and they're out of the blast radius. It might -seem- as though the round is hitting nearby but the distance is technically longer than sight is accounting for. |
gbghg
L.O.T.I.S. Legacy Rising
567
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Posted - 2013.03.09 13:52:00 -
[38] - Quote
Aeon Amadi wrote:Haven't used the MD in a long time but I can say with 100% certainty that CCP has stated that it's spherical, not horizontal. Maybe they're just outside of the sphere because, by being at the top of said hill, the round is hitting toward the base of the hill? Essentially what I'm trying to suggest is that the curvature of the hill isn't relative to the round's sphere, which is coded to be a certain radius no matter what - so the distance from the round to the target isn't a straight line it's an arc. http://www.intuitor.com/student/ArtilleryProblem.jpgLooking at the explosion, the distance is the same in all directions. 5m is 5m no matter what angle it is; so if they are 5m away from the explosion, but 3m higher; they're not within the radius. Essentially what it boils down to is that it's not a flat-plain, so the 'x' and 'y' axis (while still being in effect) don't actually account for the 'z' axis. http://wiki.guildwars.com/images/thumb/f/fb/Z_axis.jpg/300px-Z_axis.jpgOn a grid of 6x6x6, if the round hit at -3 on the 'z' axis it's only going to reach up to +2 with 5 radius, so anymore than that and they're out of the blast radius. It might -seem- as though the round is hitting nearby but the distance is technically longer than sight is accounting for. That's not the problem, the problem is shooting at someone on stairs having the shot land on the step below them and take no damage |
Spkr4theDead
Namtar Elite Gallente Federation
27
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Posted - 2013.03.09 16:25:00 -
[39] - Quote
gbghg wrote:I see the logic and it is really annoying watching people jump over the explosions so +1 Boo hoo |
DEADPOOL5241
Imperfects Negative-Feedback
251
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Posted - 2013.03.09 16:28:00 -
[40] - Quote
Spkr4theDead wrote:gbghg wrote:I see the logic and it is really annoying watching people jump over the explosions so +1 Boo hoo
Just because we ALL kill you with our MD you don't have to cry about it. |
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Scheneighnay McBob
Bojo's School of the Trades
1106
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Posted - 2013.03.09 16:28:00 -
[41] - Quote
I've noticed this too. It's why I jump when firing my MD in CQC |
420 friendly 420
Kirkinen Risk Control Caldari State
0
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Posted - 2013.03.13 17:01:00 -
[42] - Quote
Yea I see what's u mean I'm mostly an artificier/MD operaiter and ist anoing when.u find some 1 face to face and u can't iven hit him ones |
low genius
The Sound Of Freedom Renegade Alliance
3
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Posted - 2013.03.13 17:05:00 -
[43] - Quote
Grezkev wrote:I use a MD primarily and there is something that has bothered me heavily for the past few weeks.....and that is the failure of CCP to code properly a slash matrix where the damage is proportional to height as well as distance. Here's what I mean:
Basically the MD works on a horizontal damage frame, if you hit the player it's a clear hit, if you hit near the player on the ground it's splash damage. BUT....if the player happens to be at an elevation higher or lower than the hit point, there is literally zero damage done. Half Life 1 had this issue, where if you threw a grenade at an NPC...but the NPC happened to be on a stairway, or on some sort of canister that raised their "feet" to a different level....the grenade (explosive) did literally no damage. It's pretty much the exact same way in Dust 514.
Now don't get me wrong, I love the MD....and those who played against me in MAG remember how much I loved the noob tube. But even MAG, for all its coding failures, still was able to properly code a noob tube into gameplay. If I fire a shot at someone, and it lands near them...it should do an upward damage of AT LEAST 1 character height, and downward of AT LEAST 1 half a character's height.
Basically a shell should do damage downward, sideways, and upward...not just sideways horizontal to the specific horizontal coordinate that the shell landed on. In other words, the damage should be a reflective arc.
Am I wrong? Or does anyone else see the logic in this?
i haven't had problems like this with my mass driver. |
Sobriety Denied
Universal Allies Inc.
482
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Posted - 2013.03.13 18:00:00 -
[44] - Quote
i do have that problem but i dont see it that severe. the thing can already rack up kills reguardless of the bug, and any sort of fix to it would have the whiners flooding the forums about how OP the fixed MD is. it's more of an annoyance and i switch to pistol instinctively now when the terrain is bumpy, the pistol being a more rewarding kill to me. |
Beren Hurin
OMNI Endeavors
249
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Posted - 2013.03.13 18:06:00 -
[45] - Quote
I think there is something about the way that blaster turret splash is coded that makes it better at this though. Also, when I hit vertical surfaces near players and they aren't on those surfaces they will often take damage. |
Akurabis
Krullefor Organization Minmatar Republic
0
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Posted - 2013.04.06 05:06:00 -
[46] - Quote
We really should be able to blast you off of walls, hillsides, etc. It's just lame to see my five rounds go pounding into the wall right next to a squad and do literally no damage. |
Fiddlestaxp
TeamPlayers
31
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Posted - 2013.04.06 20:43:00 -
[47] - Quote
Poor coding, but necessary to keep some semblance of balance to the weapon. Its easy enough to hit anyone that isnt hiding behind a ridge as it stands. Just gotta get a feel(READ: Throw a nanohive and keep firing for a few months) for it. If you don't think the map will allow you to deal splash damage to your target then you should go for a direct hit or work a more favorable area of the map. |
Crash Monster
Ostrakon Agency Gallente Federation
8
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Posted - 2013.04.06 21:54:00 -
[48] - Quote
Shouldn't be that impossible to code... use the blast radius to find those who are potentially going to be damaged. Perform N line of site checks to the explosion from potential targets (from toes, knees, waist, chest, head, for example) to see what percentage of blast to apply.
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