Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Kekklian Noobatronic
Goonfeet Top Men.
135
|
Posted - 2013.07.05 22:20:00 -
[1] - Quote
Hello again CCP bug folks.
Not sure if this is intended, fairly sure it's not. Forge gun optimal is up to 300M(100% damage). Per patch 1.2, projectiles were supposed to not simply 'vanish' after leaving their optimal, but do reduced damage up to their Absolute.
Therefore, I'm fairly confident in reporting that the Forge Gun projectile has an incorrect absolute damage range.
Easy to reproduce. 300M, I can hit something at 100% damage. 301M, I do 0 damage, as the projectile vanished at 300.
Hopefully this is a bug. It's very frustrating to not be able to do at least *some* kind of damage past 300M with this thing - I.E, to Drop ships at high altitude, and people who place tanks on top of a sky scrapers. It's basically turning things in to an arms race of 'who can get the highest first', with those at ground level having no ability to reach that far up.
Thanks! |
Buster Friently
Rosen Association
889
|
Posted - 2013.07.05 22:28:00 -
[2] - Quote
I'd like to also point out that the dev blog says that every weapon was altered to have the new falloff scheme, yet MD rounds and flaylock rounds still self detonate at max range, nearly exactly like what you describe with the forge gun. |
Vyzion Eyri
The Southern Legion RISE of LEGION
805
|
Posted - 2013.07.05 23:19:00 -
[3] - Quote
Buster Friently wrote:I'd like to also point out that the dev blog says that every weapon was altered to have the new falloff scheme, yet MD rounds and flaylock rounds still self detonate at max range, nearly exactly like what you describe with the forge gun.
But how do you rationalise giving those projectiles more range as long as the explosives slowly deal less damage the longer it takes to detonate? It should explode and deal the same damage each time, and if we buff the range but the damage stays the same, MDs become ++ber powered. If you buff the range and have damage falloff, it makes no sense with these weapons. There is no optimal range for a weapon like the MD. there is just the range of its projectiles, and each user will have a certain distance within that which they prefer to engage in.
Its hard to compare MDs and Flaylocks to the forge gun in this respect. |
NextDark Knight
Hellstorm Inc League of Infamy
31
|
Posted - 2013.07.06 00:01:00 -
[4] - Quote
CCP states that the forge gun has a max. effective range of 1,200m
http://www.dust514.org/item-database/item/dcma-s-1-forge-gun
So it must be a bug.
|
Kekklian Noobatronic
Goonfeet Top Men.
136
|
Posted - 2013.07.06 00:27:00 -
[5] - Quote
That would be nice. Whatever it is, I just find it hard to believe that 300 is its dead max. |
Buster Friently
Rosen Association
889
|
Posted - 2013.07.06 00:32:00 -
[6] - Quote
Vyzion Eyri wrote:Buster Friently wrote:I'd like to also point out that the dev blog says that every weapon was altered to have the new falloff scheme, yet MD rounds and flaylock rounds still self detonate at max range, nearly exactly like what you describe with the forge gun. But how do you rationalise giving those projectiles more range as long as the explosives slowly deal less damage the longer it takes to detonate? It should explode and deal the same damage each time, and if we buff the range but the damage stays the same, MDs become ++ber powered. If you buff the range and have damage falloff, it makes no sense with these weapons. There is no optimal range for a weapon like the MD. there is just the range of its projectiles, and each user will have a certain distance within that which they prefer to engage in. Its hard to compare MDs and Flaylocks to the forge gun in this respect.
Less fuel =less damage |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
471
|
Posted - 2013.07.06 00:39:00 -
[7] - Quote
I'm almost certain I've destroyed targets from further than 300 km with the Forge Gun post 1.2 - but I'll check this out tonight for sure.
o7 |
Mobias Wyvern
Crux Special Tasks Group Gallente Federation
7
|
Posted - 2013.07.06 00:55:00 -
[8] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
|
Kekklian Noobatronic
Goonfeet Top Men.
136
|
Posted - 2013.07.06 11:01:00 -
[9] - Quote
Heinrich Jagerblitzen wrote:I'm almost certain I've destroyed targets from further than 300 km with the Forge Gun post 1.2 - but I'll check this out tonight for sure.
o7
Yeah, thought so myself. But, I was in a situation tonight where I was unable to reach a tank from a measure of literally 1-3 meters. Threw a l bunch of shots his way, but absolutely nothing hit :(. |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
474
|
Posted - 2013.07.06 11:32:00 -
[10] - Quote
Kekklian Noobatronic wrote:
Yeah, thought so myself. But, I was in a situation tonight where I was unable to reach a tank from a measure of literally 1-3 meters. Threw a l bunch of shots his way, but absolutely nothing hit :(.
So I tested this out tonight - and what I noticed was that 300m was about the range that the info box dropped away, since I could see objects that were at least 280m away in the info box. However - I was still able to destroy installations, vehicles, and infantry even well beyond this range, with or without the info box.
If you're having trouble blowing up stuff that is only 1-3 meters away from you.....I think you might just be terrible. |
|
Kekklian Noobatronic
Goonfeet Top Men.
136
|
Posted - 2013.07.06 11:42:00 -
[11] - Quote
Heinrich Jagerblitzen wrote:Kekklian Noobatronic wrote:
Yeah, thought so myself. But, I was in a situation tonight where I was unable to reach a tank from a measure of literally 1-3 meters. Threw a l bunch of shots his way, but absolutely nothing hit :(.
So I tested this out tonight - and what I noticed was that 300m was about the range that the info box dropped away, since I could see objects that were at least 280m away in the info box. However - I was still able to destroy installations, vehicles, and infantry even well beyond this range, with or without the info box. If you're having trouble blowing up stuff that is only 1-3 meters away from you.....I think you might just be terrible.
Hah.. I wording :P. Meant 301-303. I was able to receive information on the tank past 300M, so that's weird if yours stopped at 280m..
I'll test more once we come out of DT. *Goes to check if we're out of downtime*
|
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
474
|
Posted - 2013.07.06 12:05:00 -
[12] - Quote
Kekklian Noobatronic wrote: Hah.. I wording :P. Meant 301-303. I was able to receive information on the tank past 300M, so that's weird if yours stopped at 280m..
It's entirely possible - 280 was just the furthest I could position myself from a stationary measurable object while remaining in line of sight on the maps I've been playing. There might be one with a nicer angle over a longer distance, but I haven't come across it yet.
v0v |
Kekklian Noobatronic
Goonfeet Top Men.
136
|
Posted - 2013.07.06 12:10:00 -
[13] - Quote
Heinrich Jagerblitzen wrote:Kekklian Noobatronic wrote: Hah.. I wording :P. Meant 301-303. I was able to receive information on the tank past 300M, so that's weird if yours stopped at 280m..
It's entirely possible - 280 was just the furthest I could position myself from a stationary measurable object while remaining in line of sight on the maps I've been playing. There might be one with a nicer angle over a longer distance, but I haven't come across it yet. v0v
Could be the type of gun used as well.
I tend to roll with Breach forge guns. Blue targets register hits at about 301-320M(No targeting info), but red targets are not sustaining damage even in that range. I find it hard to believe that the absolute is only +20M past the optimal(300M).
Going to keep testing, work with some of the other variants. Etc.
|
Oxskull Duncarino
Shadow Company HQ
205
|
Posted - 2013.07.06 12:56:00 -
[14] - Quote
Buster Friently wrote:Vyzion Eyri wrote:Buster Friently wrote:I'd like to also point out that the dev blog says that every weapon was altered to have the new falloff scheme, yet MD rounds and flaylock rounds still self detonate at max range, nearly exactly like what you describe with the forge gun. But how do you rationalise giving those projectiles more range as long as the explosives slowly deal less damage the longer it takes to detonate? It should explode and deal the same damage each time, and if we buff the range but the damage stays the same, MDs become ++ber powered. If you buff the range and have damage falloff, it makes no sense with these weapons. There is no optimal range for a weapon like the MD. there is just the range of its projectiles, and each user will have a certain distance within that which they prefer to engage in. Its hard to compare MDs and Flaylocks to the forge gun in this respect. Less fuel =less damage It's not the fuel that causes the damage, it's the warhead. If more range was allowed for all weapons then you'd be seeing skies full of swarms, and mass drivers and flaylocks peppering areas from the far side of the map, or from the top of the highest buildings. Some control is needed. |
Kekklian Noobatronic
Goonfeet Top Men.
136
|
Posted - 2013.07.06 22:20:00 -
[15] - Quote
Ran more tests.. Still getting the same results. Now I've tested both Breach and Standard.
300M - 100% damage. 301M+ - No damage
Strangely enough, on Blue targets I tested, 301 - ~320(I had to mark 320 off with deployed equipment, not an exact science), blue targets *registered* a hit, but showed no explosion. Red targets registered no hit, with an explosion occurring prior to impact. (This was on a Red structure).
With an Assault forge gun, I was able to register damage past 300, but only up to about 320. Again, my measurements were not exact.
Regardless, 320(no matter how you slice it) is a *really* low absolute range, especially considering Rail turrets and tanks have a near infinite range. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |