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Larno
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Posted - 2004.07.09 11:57:00 -
[31]
Yes it must be a bug.
If you think about this logically, if you can hit at 40km with 100% success rate with your target orbiting you at 1km/sec then you should have 100% success rate at 20km with your target moving at 500m/sec.
So if you think about it, being a) next to your target and b) having stationary target, would make it impossible to miss. Either of these in real life would guarantee accuracy (unless you have crappy targetting :P).
Being 50% closer to a target would mean that you have to track at 200% speed, but the target would also be 200% larger, so therefore these cancel out, and you should get the same success rate. Anything in the optimal should have to same success rate no matter how far, whether it be 1/2/15/60km.
This is either a game bug, or a ridiculously designed targetting system.
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Larno
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Posted - 2004.07.09 11:57:00 -
[32]
Yes it must be a bug.
If you think about this logically, if you can hit at 40km with 100% success rate with your target orbiting you at 1km/sec then you should have 100% success rate at 20km with your target moving at 500m/sec.
So if you think about it, being a) next to your target and b) having stationary target, would make it impossible to miss. Either of these in real life would guarantee accuracy (unless you have crappy targetting :P).
Being 50% closer to a target would mean that you have to track at 200% speed, but the target would also be 200% larger, so therefore these cancel out, and you should get the same success rate. Anything in the optimal should have to same success rate no matter how far, whether it be 1/2/15/60km.
This is either a game bug, or a ridiculously designed targetting system.
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Sigarni
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Posted - 2004.07.12 11:54:00 -
[33]
Guns are definately not performing correctly at very close range
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Sigarni
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Posted - 2004.07.12 11:54:00 -
[34]
Guns are definately not performing correctly at very close range
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Selim
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Posted - 2004.07.12 12:06:00 -
[35]
Personally, I think guns at close range against a battleship should almost never miss.
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Selim
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Posted - 2004.07.12 12:06:00 -
[36]
Personally, I think guns at close range against a battleship should almost never miss.
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Gariuys
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Posted - 2004.07.12 12:07:00 -
[37]
Originally by: Sigarni Guns are definately not performing correctly at very close range
They are, however at really short ranges, speed has a huge effect on tracking and that shows. The only range that is a bit weird is 0m, but that range is easily avoided. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
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Posted - 2004.07.12 12:07:00 -
[38]
Originally by: Sigarni Guns are definately not performing correctly at very close range
They are, however at really short ranges, speed has a huge effect on tracking and that shows. The only range that is a bit weird is 0m, but that range is easily avoided. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Sinist
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Posted - 2004.07.12 12:51:00 -
[39]
I like it. Makes drones worth a damn. There was another thread where they epxlained a battle between a megathron and a tempest. They both couldnt hit each other orbiting each other at 1km but the megathron had the drone advanatge so it won.
The megathron to me strikes me as a better close range ship then a tempest so that situation works out perfect. They both had large guns with optimals in the 3-6km range (short range weapons).
I think its ok. I think getting rid of penatly's on afterburners/mwd's would be a good start. And implement that no turning rule for the mwd's since it is after all "warping". Make afterburners the combat propulsion upgrades they should be.
Put in missiles to function like turrets, and make drones work at intended ranges and maybe give some idfferent types (short range high dmg, medium range medium damage, long range low damage) or varying in damage types or even putting in varying damage types and in addition giving them medium, long, short range variants of them.
PS: Only thing that should hit at 0km should be drones since they appear to have a latching affect at close range.
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Sinist
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Posted - 2004.07.12 12:51:00 -
[40]
I like it. Makes drones worth a damn. There was another thread where they epxlained a battle between a megathron and a tempest. They both couldnt hit each other orbiting each other at 1km but the megathron had the drone advanatge so it won.
The megathron to me strikes me as a better close range ship then a tempest so that situation works out perfect. They both had large guns with optimals in the 3-6km range (short range weapons).
I think its ok. I think getting rid of penatly's on afterburners/mwd's would be a good start. And implement that no turning rule for the mwd's since it is after all "warping". Make afterburners the combat propulsion upgrades they should be.
Put in missiles to function like turrets, and make drones work at intended ranges and maybe give some idfferent types (short range high dmg, medium range medium damage, long range low damage) or varying in damage types or even putting in varying damage types and in addition giving them medium, long, short range variants of them.
PS: Only thing that should hit at 0km should be drones since they appear to have a latching affect at close range.
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