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Thread Statistics | Show CCP posts - 0 post(s) |
Maken Tosch
DUST University Ivy League
2932
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Posted - 2013.06.27 23:37:00 -
[1] - Quote
Are you talking about the current hard cap on bullet distance? If so, that is already being addressed in the July 2nd update. If not, I don't understand the question.
As far as I'm concerned, the coming changes will allow every weapon to have an optimal range, effective range and an absolute range. I guess the absolute range is where the bullet losses its overall lethality altogether where as the distance between the optimal and absolute determines how much damage the bullet loses before becoming useless. |
Maken Tosch
DUST University Ivy League
2934
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Posted - 2013.06.27 23:49:00 -
[2] - Quote
BOOOGERTRON BORTZORG wrote:Maken Tosch wrote:Are you talking about the current hard cap on bullet distance? If so, that is already being addressed in the July 2nd update. If not, I don't understand the question.
As far as I'm concerned, the coming changes will allow every weapon to have an optimal range, effective range and an absolute range. I guess the absolute range is where the bullet losses its overall lethality altogether where as the distance between the optimal and absolute determines how much damage the bullet loses before becoming useless. Im talking about I dont even remember the last game I played where you couldnt shoot someone you could clearly see due to range.
Ok...
You completely lost me here. I have no clue what you are talking about.
Just because you can see them doesn't always mean they are within lethal range. Even futuristic plasma bullets have a tiny life expectancy once they leave the chamber of a gun. |
Maken Tosch
DUST University Ivy League
2934
|
Posted - 2013.06.27 23:50:00 -
[3] - Quote
Projectile bullets from a Minmatar gun also have an absolute limit due to air resistance. |
Maken Tosch
DUST University Ivy League
2934
|
Posted - 2013.06.27 23:54:00 -
[4] - Quote
BOOOGERTRON BORTZORG wrote:Maken Tosch wrote:BOOOGERTRON BORTZORG wrote:Maken Tosch wrote:Are you talking about the current hard cap on bullet distance? If so, that is already being addressed in the July 2nd update. If not, I don't understand the question.
As far as I'm concerned, the coming changes will allow every weapon to have an optimal range, effective range and an absolute range. I guess the absolute range is where the bullet losses its overall lethality altogether where as the distance between the optimal and absolute determines how much damage the bullet loses before becoming useless. Im talking about I dont even remember the last game I played where you couldnt shoot someone you could clearly see due to range. Ok... You completely lost me here. I have no clue what you are talking about. Just because you can see them doesn't always mean they are within lethal range. Even futuristic plasma bullets have a tiny life expectancy once they leave the chamber of a gun. Umm name one other game with the same mechanic?
Game in general?
Microsoft Combat Flight Simulator |
Maken Tosch
DUST University Ivy League
2934
|
Posted - 2013.06.28 00:03:00 -
[5] - Quote
Calculating bullet drop instead of magically disappearing bullets would have been better, but CCP's main server is already having to deal with a **** ton of calculations from not only DUST but also from the millions of transactions and vast number of events occurring in Eve Online. It would have likely lagged the server. Therefore the magic bullet effect seemed logical if you wanted to avoid further lagg and avoid complicating hit detection. |
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