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Thread Statistics | Show CCP posts - 1 post(s) |
V 23
Sebiestor Field Sappers Minmatar Republic
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Posted - 2013.05.27 02:01:00 -
[1] - Quote
The "problem" with LAV's
Is that everyone is stubborn and only want to use their main build in a match.
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V 23
Sebiestor Field Sappers Minmatar Republic
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Posted - 2013.05.27 02:23:00 -
[2] - Quote
Jason Pearson wrote:V 23 wrote:The "problem" with LAV's
Is that everyone is stubborn and only want to use their main build in a match.
Thanks for reading guy!
You're welcome!
I luv reading teh wordz.
/hugs |
V 23
Sebiestor Field Sappers Minmatar Republic
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Posted - 2013.05.27 02:28:00 -
[3] - Quote
There is a post somewhere around here that mentions why applying damge this way is causing "them" problems.
Something about the "code" used to determine physics, and the "mesh" that is applied to the suite.
I'll look for it and get back with you. |
V 23
Sebiestor Field Sappers Minmatar Republic
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Posted - 2013.05.27 02:36:00 -
[4] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=847413#post847413
Quote:Another thing on the to-do list is to be able to tune how collision damage is handled when hitting infantry with a vehicle. Currently, collision damage is based on scaling physics impulses to hp damage values (while using a minimum threshold). When a vehicle runs into a wall or another vehicle, this works well enough, but hitting a infantry in terms of physics really isn't a big impact.
However, because there's very little impact, the vehicle will take next to no damage and the result is this LAV roadkill epidemic we're having where running over people seems to be a very popular offensive tactic. Running over people is just fine, but we may want to adjust the risk/reward for doing so.
Quote: Shayz - Thanks for the feedback. To respond to your concern: This is in-game physics, not perceived physics. A mesh that looks like it is armor, and has a lot of hitpoints on it has no bearing on how the physics system of a game works. The values that matter in this sort of a case is the volume of both meshes colliding, the density values of the physics materials on each mesh, the stiffness and material damage multipliers of each object colliding, and the damage threshold of the object whose HP you are looking at.
That may be of interest to you.
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