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Leather Jack
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Posted - 2009.09.07 09:49:00 -
[1]
Patchnotes reveals that from wednesday it is possible to shoot objects that are 0 meters away with turrets, and hit them!
Yay!
Approach F1-F8 ??? Profit
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Gal Ore
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Posted - 2009.09.07 10:24:00 -
[2]
Major nerf to all missile and drone ships.
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Kendon Riddick
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Posted - 2009.09.07 11:00:00 -
[3]
it also says that its still affected by tracking, divide by zero anyone? 0.o
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Siigari Kitawa
Gallente The Aduro Protocol
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Posted - 2009.09.07 11:02:00 -
[4]
Edited by: Siigari Kitawa on 07/09/2009 11:02:09 It will probably start counting to decimal places, or round to 1.
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Jin Entres
Malevolent Intervention
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Posted - 2009.09.07 11:03:00 -
[5]
wut
They finally fix it ----------------------
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The Djego
Minmatar Hellequin Inc.
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Posted - 2009.09.07 11:19:00 -
[6]
3. Thread about this topic.
Awnser, no it doesn¦t change anything beside shooting structures(or people that are afk) and you will still miss with any kind of trasversal speed at all at this ranges. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Qui Shon
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Posted - 2009.09.07 11:48:00 -
[7]
Originally by: Leather Jack Patchnotes reveals that from wednesday it is possible to shoot objects that are 0 meters away with turrets, and hit them!
Yay!
Approach F1-F8 ??? Profit
Now if you only had 0 transversal too. |
Tippia
Raddick Explorations Controlled Chaos
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Posted - 2009.09.07 11:59:00 -
[8]
Originally by: Kendon Rid**** it also says that its still affected by tracking, divide by zero anyone? 0.o
That was indeed the problem with the old calculations.
Originally by: Siigari Kitawa It will probably start counting to decimal places, or round to 1.
No, they fixed it by using the correct range measurement: it used to be that they calculated the angular velocity using the range between the collision hulls — now, they're using the distance between the object centres and since those centres are always well inside the collision spheres, range (for tracking purposes) can no longer be zero. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
Kendon Riddick
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Posted - 2009.09.07 12:10:00 -
[9]
Originally by: Tippia
Originally by: Kendon Rid**** it also says that its still affected by tracking, divide by zero anyone? 0.o
That was indeed the problem with the old calculations.
Originally by: Siigari Kitawa It will probably start counting to decimal places, or round to 1.
No, they fixed it by using the correct range measurement: it used to be that they calculated the angular velocity using the range between the collision hulls ù now, they're using the distance between the object centres and since those centres are always well inside the collision spheres, range (for tracking purposes) can no longer be zero.
supawesomez!
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xxxak
Caldari No Limit Productions Mostly Harmless
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Posted - 2009.09.07 12:12:00 -
[10]
Originally by: Tippia
Originally by: Kendon Rid**** it also says that its still affected by tracking, divide by zero anyone? 0.o
That was indeed the problem with the old calculations.
Originally by: Siigari Kitawa It will probably start counting to decimal places, or round to 1.
No, they fixed it by using the correct range measurement: it used to be that they calculated the angular velocity using the range between the collision hulls ù now, they're using the distance between the object centres and since those centres are always well inside the collision spheres, range (for tracking purposes) can no longer be zero.
.. SO this is actually a Minmitar BS NERF? LOALSOLASDFSDF
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Tippia
Raddick Explorations Controlled Chaos
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Posted - 2009.09.07 12:18:00 -
[11]
Originally by: xxxak .. SO this is actually a Minmitar BS NERF? LOALSOLASDFSDF
Not sure. According to the dev quote, the hull-to-hull range was meant to only be used in the falloff calculations, and is still there. It just crept into the angular velocity calculation by accident…
…and the difference isn't that drastic tbh – just enough to keep the formula from dividing by zero, which is always nice. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
BiggestT
Caldari Amarrian Retribution
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Posted - 2009.09.07 12:46:00 -
[12]
Edited by: BiggestT on 07/09/2009 12:47:07 I liked it before. Hitting from 0 metres makes no sense.
Let's imagine a shuttle or something is sitting on the nose of a megathron. This change suggests that, all turrets (i.e. the side ones as well) can now magically shoot through their own damn ships hull and hit the target. The firing arc of the turrets can not cope with 0 metres.
And yes, I'm aware that blasters would never hit a shuttle that close but the anecdote is still sound (i.e. the graphic will still show it). The only reason they miss in game is because of mathematics, not because of firing arcs etc. EVE Trivia EVE History
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Cpt Branko
Beyond Divinity Inc Beyond Virginity
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Posted - 2009.09.07 13:21:00 -
[13]
Originally by: BiggestT Edited by: BiggestT on 07/09/2009 12:47:07 I liked it before. Hitting from 0 metres makes no sense.
You still won't hit from 0 metres. Unless you're fully stopped firing on a structure.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Cea Mircea
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Posted - 2009.09.07 13:41:00 -
[14]
Edited by: Cea Mircea on 07/09/2009 13:44:00 Edited by: Cea Mircea on 07/09/2009 13:41:47 Edited by: Cea Mircea on 07/09/2009 13:41:17
Originally by: BiggestT Edited by: BiggestT on 07/09/2009 12:47:07 I liked it before. Hitting from 0 metres makes no sense.
Let's imagine a shuttle or something is sitting on the nose of a megathron. This change suggests that, all turrets (i.e. the side ones as well) can now magically shoot through their own damn ships hull and hit the target. The firing arc of the turrets can not cope with 0 metres.
And yes, I'm aware that blasters would never hit a shuttle that close but the anecdote is still sound (i.e. the graphic will still show it). The only reason they miss in game is because of mathematics, not because of firing arcs etc.
You are so wrong , hitting from 0 makes all the sense . And the way chance to hit is calculated when the ships are close (like 1-200 m) is so wrong .
Let's say 2 ships(battleships 400m sig radius) are at 5-20 m distance , those ships can not orbit at that distance but they are still moving , no slowing effects involved. Now in eve they have well ~ 0 chance to hit each other with turrets. You don't this that is wrong ?.
I bet that if i would pilot such a ship, manually take control of my guns , close my eyes and spin around in my chair or pod a few times and fire my guns in random directions and still i will have a 20-30% chance to hit the enemy . Come on the enemy ship is 10 meters from me , is a 400m+ ship , how the f*** can i miss it ? that ship takes 30% or more from my 360 angle , my turrets barely have to move to track it.
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Gartel Reiman
Civis Romanus Sum Pax Romana Alliance
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Posted - 2009.09.07 14:46:00 -
[15]
Originally by: Cea Mircea
Originally by: BiggestT I liked it before. Hitting from 0 metres makes no sense.
You are so wrong , hitting from 0 makes all the sense.
You're both right/wrong depending on exactly where the target ship is touching you. If his hull is 0m from your turret's barrel, then you can't miss it. If (as BiggestT was saying) your ship (especially a small one) is touching a part of the ship that isn't a turret, it can easily be out of the line of sight of any turret hardpoints and thus (according to the graphics model at least) impossible to hit.
I mean, look at the Hyperion; the guns are all on the front and back of the ship. If you bring a frigate right alongside, then there's no way those turrets could hit, even if they had full 360 degree rotation, since they'd have to fire through their own mountings.
This basically stems from the fact that the EVE ships are represented as particles in the physics engine, so the guns all actually fire from the centre of the ship for tracking calculations (plus the ship's hull doesn't actually exist). Additionally there are no "blind spots" in terms of tracking; it's assumed that no matter what angle you are to the ship, at least one bank of turrets can hit you.
With the current two hardpoints per weapon fitted this is kind of OK at longer ranges, but starts to get ridiculous up close. The distinction between graphics (cool-looking spaceships) and model (0m-wide dot with turrets that point in every direction) breaks down a lot when you get that close.
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