
Max Kolonko
Caldari Worm Nation Ash Alliance
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Posted - 2010.12.12 20:02:00 -
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Originally by: MotherMoon Edited by: MotherMoon on 12/12/2010 19:15:17
Originally by: CCP Explorer
Originally by: Siena Petrucis Usally, pilots in a big fleet fight have all weapon effects turned off. So that means there are close to zero observers for missiles. It would be a waste to send all the updates about created and destroyes missiles to clients which do not render it. Does the server take that into account? If not, would it be a possible way for more optimization?
All the clients in the bubble need to have the state of the simulation because they process it in sync with the server. There are also other reasons for the client to know about missiles than to render them, such as the interaction of missiles with AoE weapons.
ok lets be honest, It doesn't feel like an intended feature to have smartbombs randomly take down missiles. As it stands they are better at it than defender missiles. Shouldn't smartbombs be for killing drones? Does anyone even use Smartbombs for killing missiles? I've seen in used in the alliance tournament years go, our team even used it, but it doesn't work, it doesn't stop ****.
Missiles seriously need to be removed from being effected by AOE weapons and replaced with something that doesn't kill the servers for the sake of a feature that is hit miss at best (as far it working to kill a missile in a laggy environment or not)
Maybe even simpler. Get the best of both worlds. It's a mid slot (or low?) module that targets a ship, and slows down it's rate of fire and/or missile speed (scripts).
Now you can "protect" your buddies from missiles, and with the removal of missile updates for everyone and not just the person being shot at.
Quote: You have to remember that missiles interact with AoE weapons. We have given this significant thought but it's not trivial to implement. You will note that even if the fighter bomber graphical effect is missile-like and even if the fighter bomber damage is calculated missile-style then you can't use AoE weapons to defend against their missiles.
BUT WHY do they interact with AOE weapons. Whats the design here to accomplish? I'm not saying it would be easy to do, but removing them gives you a lot more options.
What makes keeping missiles effected by AOE so important that it justifies the load it causes?
I'm not saying make them work like turrets, just make them local, so if you turn off effects it won't bother you.
I mean we already got drones. and defender missiles can't hit missiles shooting people other than yourself. So if the weapon put in the game to stop missiles can't target and defend your comrades, please just tell us *me* why smartbombs do?
I agree. Frankly, I wasn't even aware that one can do that with AOE weapons like SB. If there are some very precise reason for this AOE-missile-affection-thingie to be there, please tell us, but if not: let's just get rid of it. Max Kolonko |