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Thread Statistics | Show CCP posts - 1 post(s) |

T'Rana
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Posted - 2004.01.26 13:24:00 -
[1]
I've posted about this before and it doesn't seem Castor has solved the issue.
NPC pirates are able to fire even before they have got a lock on you. This is yet another example that NPCs are beyond the rules of players i.e. they have unlimited missles/cap/ammo etc etc.
Those I can live with but it's annoying when a pirate is shooting me while still trying to initiate a lock.
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ManniXXX
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Posted - 2004.01.26 17:14:00 -
[2]
I've never encountered this, however npcs locking time is instant which is a bit silly imo but its liveable with.
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T'Rana
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Posted - 2004.01.26 17:41:00 -
[3]
Well in my experience, NPC locking times isn't instant, well according to the timer.
Often when i'm travelling gate pirate can take anything up to 16 seconds to lock me, which seemed a bit long for a frigate locking a BS.
The counter starts to count down but in the meantime I'm taking damage from the pirate.
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ClawHammer III
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Posted - 2004.01.26 19:53:00 -
[4]
Auto targeting now only works after and enemy ship has already locked on you instead of beginning simultaneous of the enemy ship targeting you as it was before Castor. I'm not sure if this is a bug or not but I think it sucks. 
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Jael
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Posted - 2004.01.26 20:13:00 -
[5]
Quote: The counter starts to count down but in the meantime I'm taking damage from the pirate.
Ummm.... isn't that the target-back timer? The timer for you to target them back after they've locked you? |

lickspittle
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Posted - 2004.01.27 07:48:00 -
[6]
Quote:
Quote: The counter starts to count down but in the meantime I'm taking damage from the pirate.
Ummm.... isn't that the target-back timer? The timer for you to target them back after they've locked you?
Seconded.
The NPCs are working fine and targeting like you or I. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |

Xailia
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Posted - 2004.01.27 08:25:00 -
[7]
Not instant, but not quite normal yet either.
~15seconds lock on a shuttle for a NPC thorax.
I reported it to BH-Eight, so hopefully all will go well with that.
"The sky above the port was the color of a television, tuned to a dead channel." |

Hashi Lebwohl
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Posted - 2004.01.27 12:09:00 -
[8]
I am losing a steady stream of frigates to npc spawns jumping in on top of me when collecting cans and "instantly" locking me.
I assume the lock time appears to be instantaneous because when a spawn enters a system (especially a large one) it causes a lot of lag freezing your controls. I assume that the npc's, being immune to this lag, are commencing their targeting as soon as they enter the system, even if you cannot see them until the screen updates at the end of the lag, thus when pirates have appeared up to 5-15 seconds have elapsed. Hey presto you regain the ability to act and almost immediately the npc's acquire a lock and are are firing.
If this is more than just a theory preventing the npc's getting a head start in locking would be helpful - better if they did not spawn 20 km away from you all the time. |

Xailia
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Posted - 2004.01.27 12:14:00 -
[9]
Chaos or TQ?
TQ has insta-lock.
Chaos currenty has locktimes, but they are still a bit fast, according to what I've tested so far (I'm planning on doing futher tests).
Like I said, 15 sec locktime for a cruiser > shuttle currently on chaos in PF-346.
"The sky above the port was the color of a television, tuned to a dead channel." |

Hashi Lebwohl
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Posted - 2004.01.27 15:31:00 -
[10]
Ah..I'm taking about TQ ...Insta-lock would be a better reason for the locking of spawning pirates..
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Vacuole
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Posted - 2004.01.28 04:41:00 -
[11]
Ya they have insta-lock or there-bouts.. and infinite cap/ammo/etc..
but they're also infinitely stupid. So it's pretty fair, imho.
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disaster
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Posted - 2004.01.28 10:39:00 -
[12]
i dont mind that they instantly start to fire but whats bugging me is when i target..lets say 3 pirates the first is locked acording the lock time, the rest takes more time lets say about 4 to 7 seconds after the countdown time
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