Pages: [1] 2 3 4 5 6 7 8 9 10 |
1. In defense of the Kitsune (vs Blackbird): - in Ships and Modules [original thread]
Liam Inkuras wrote: No we're saying your ECM is obsolete with damps being as strong as they are I'm pretty sure my Machariel kill last night was due to ECM. The tackling Svipul would have died if I had damps instead. Both of you are reporte...
- by Saladinae - at 2015.04.25 04:20:56
|
2. In defense of the Kitsune (vs Blackbird): - in Ships and Modules [original thread]
W0lf Crendraven wrote: Maulus>both. Ecm is dead with damps beeing as absurdly op as they are (tbh, damps are either useless or broken). We were discussing Damps?
- by Saladinae - at 2015.04.25 01:30:09
|
3. In defense of the Kitsune (vs Blackbird): - in Ships and Modules [original thread]
For this OP, it is assumed that both the Kitsune and Blackbird have the following modules: Lows: Hypnos Signal Distortion Amplifier Med: Four best named ECM's (any combination of Umbra, BZ-5, Hypnos an Enfeebling) Sensor Booster II - targeting ...
- by Saladinae - at 2015.04.25 00:21:08
|
4. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: That assumes that all events are created equal though, and we know from CCP that entity creation and destruction is exponentially more expensive than simply maintaining that entity. If taylor approxmiations of trig/...
- by Saladinae - at 2015.04.18 03:26:06
|
5. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Plus you need the ability to recall drones individually so you're firing off entity creation and destruction events as the clouds separate and merge, which are actually more expensive than maintaining entities in space...
- by Saladinae - at 2015.04.15 00:54:19
|
6. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
Dr Cedric wrote: Fun Thought Experiment: Assumptions: In the swarm method, the swarm is targeted, rather than individual drones In the swarm method, excess damage rolls from one drone onto the next in line In the swarm method, the overview c...
- by Saladinae - at 2015.04.15 00:39:49
|
7. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
Dr Cedric wrote: How do you see something like this working for sentry drones? Since they maintain a certain position and their relative position to their target has an effect on their damage application? Since they are static, all informati...
- by Saladinae - at 2015.04.14 22:50:18
|
8. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
Dr Cedric wrote: I have absolutely no comprehension of how to write code, but Saladinae makes it much more palatable, so thanks for that. So, if each single drone has its own set of computer-lag-inducing issues but we can reduce it by making a...
- by Saladinae - at 2015.04.14 22:35:20
|
9. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
James Baboli wrote: Lets see: [b]Drone cloud: Not so cool, because what happens when one drone dies and you have been kiting away from your cloud and then you drop another, and various other edge cases? Code: Event 1 - Drone in Cloud Dies...
- by Saladinae - at 2015.04.14 22:31:15
|
10. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
Leto Aramaus wrote: I'm all for checking for any code inefficiencies, always looking for ways to improve. For sure. But, -1 to the drone clouds idea. Sure it may reduce load on servers, but it's at the expense of functionality and gameplay...
- by Saladinae - at 2015.04.14 16:33:48
|
11. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Regarding performance, the physical simulation of the game is a relatively tiny portion of the game's processor load, thanks in part to quad trees and the fact that all physics in Eve is run with spheres. Go back and dig...
- by Saladinae - at 2015.04.14 15:38:28
|
12. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
So, what do each of these Drone Cloud parameters accomplish? Parameter 1 will reduce the amount of added references by more than 92-94% assuming a standard Supercarrier: Carrier: Subcap ratio in a large sov battle. The difference between 92% and ...
- by Saladinae - at 2015.04.14 07:59:01
|
13. CCP: Check your engine for inefficient distance/trig conditions - in Player Features and Ideas Discussion [original thread]
I've noticed that TIDI and lag are pretty extreme in this game. In my own gaming codes (WC3/Starcrafft 2 custom maps for instance) I've often managed to eliminate hoards of useless code lagging up the system, code that intuitively does NOT seem us...
- by Saladinae - at 2015.04.14 07:02:22
|
14. Is assault frigates a bit underpowered? - in EVE General Discussion [original thread]
Kagura Nikon wrote: = Give Assault frigates IMMUNITY to MWD shutdown under scram, and voil+í... EXTRA FLAVOR.. and a nice boost for the ship. Ok, you literally just solved the frigate/dessie hull/tier balance. I'm serious. +1 Please imp...
- by Saladinae - at 2015.04.10 05:56:31
|
15. Which ship do you believe is the most ISK efficient in a large gang - in Ships and Modules [original thread]
For the purpose of this thread, the term "large gang" in the title is defined as between 18-25 ships. My vote: Tier 1 griffon with all four racial jams (best named). Jams out to 75km with projector rigs and still costs less than 1 million ISK and...
- by Saladinae - at 2015.04.10 02:21:31
|
16. Theory: How to warp to any location within a 200km by 200km area. - in Warfare & Tactics [original thread]
Would CCP allow this type of activity, where you manually feed inputs into a calculator, and the you manually apply the outputs of the calculator for a direct in-game advantage?
- by Saladinae - at 2015.04.08 21:26:12
|
17. Theory: How to warp to any location within a 200km by 200km area. - in Warfare & Tactics [original thread]
Arla Sarain wrote: CCP just uncapped bookmark count. :D I get the impression it won't last very long. In the year of 2015 and the data storage capabilities available compared to a a decade+ ago, the only reason to reverse the change would...
- by Saladinae - at 2015.04.08 14:42:11
|
18. Theory: How to warp to any location within a 200km by 200km area. - in Warfare & Tactics [original thread]
Plato Forko wrote: Saladinae wrote: Also your idea takes a lot of time. With three observers standing still they can all enter their distances towards the target into an application and you get the warp instructions immediately. So you're...
- by Saladinae - at 2015.04.08 00:29:02
|
19. Theory: How to warp to any location within a 200km by 200km area. - in Warfare & Tactics [original thread]
I wrote the code for a single 2D 155x155 grid today, I'll make a video of the process working in-game.
- by Saladinae - at 2015.04.07 16:43:13
|
20. Theory: How to warp to any location within a 200km by 200km area. - in Warfare & Tactics [original thread]
Plato Forko wrote: shouldn't you only need two pilots for the 2D square? Set one pilot as the centre, go off 175km from that point with the other pilot, that gives you the centre plus one corner. Simultaneously, the pilot that was at centre can...
- by Saladinae - at 2015.04.06 02:14:22
|
Pages: [1] 2 3 4 5 6 7 8 9 10 |
First page | Previous page | Next page | Last page |