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Godisiam
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Posted - 2011.06.22 15:41:00 -
[1]
Edited by: Godisiam on 22/06/2011 15:46:04 Edited by: Godisiam on 22/06/2011 15:44:43 First off I love the animation and the look of the turrets, but I noticed that the only time you get to see the animation is coming in and out of warp. May I suggest that opening and closing corresponds to the targeting system which means that the turrets are closed until you start to target something and close when there are no targets, to me that would be way realistic and kool.. Let me know if you guys have already thought of that and or if it isn't possible to create a code to do that.
Ps...Pew Pew Pew Bu-Bye
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realdognose
Caldari Biotronics Inc. The Initiative.
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Posted - 2011.06.22 16:23:00 -
[2]
have you ever read the dev blog?
i bet not...
if you have, you would know, why ccp decided to to it this way.
And its fine i think. To much animation is "crap"...
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Halbert Vector
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Posted - 2011.06.22 16:28:00 -
[3]
This was in a devblog wan't it. There's no code problem, the issue is with how it should work with instalock ships against large targets. Do you speed up the animation and make it look silly in extreme cases? Or do you force the person to wait 1 second or so (no more than the standard lag we are used to putting up with and compensating for) to activate their turrets? Though I can see why some people might dislike it on principle, if it were up to me I'd go for the second option. It's a small price to pay to make things look right
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Godisiam
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Posted - 2011.06.22 16:37:00 -
[4]
1. I don't know where this Dev Blog is I cant find it cause I don't blog hardly at all. so give people a break about it.
2. In response to the lag thought it is a mute point, here is why when you target something there is a countdown til you acquire it, that is plenty of time for the turrets to do there thing, but I thought that people like you (who jumping all over some one who is not well versed in blogging etiquette) would know that.
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Godisiam
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Posted - 2011.06.22 16:40:00 -
[5]
Now that said how can I find this Devblog I would like to read about it, thanks I do appreciate the help.
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Halbert Vector
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Posted - 2011.06.22 16:44:00 -
[6]
Originally by: Godisiam
2. In response to the lag thought it is a mute point, here is why when you target something there is a countdown til you acquire it
If you are a dramiel with 4 seonsor boosters targeting a titan, that countdown takes 0.1 seconds. 0.1 seconds is not long enough for any animation
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Godisiam
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Posted - 2011.06.22 17:08:00 -
[7]
Edited by: Godisiam on 22/06/2011 17:08:35 I just found the Devblog and read it, there is a lot that goes into development. I do understand that for you, your insta lock creates a problem but I think that less than 1% would have that issue, but I'm asking from the time you click target to the time you click fire what is the real time. also this you probably hit your fire button before you try to lock a target yes? then this is plenty of time for the turrets to open. dont you think?
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shady trader
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Posted - 2011.06.22 19:16:00 -
[8]
There is another thread about this and it includes a copy of the dev post about why it only happens in warp and stations.
I am personally all for beable to do it manually but CCP currently says no.
Manual turret deployment thoughts Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |
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