' Wrote:that brings me back to an old question.... how does freelancer recognize damage?
yesterday, i had a fight against the memphis ( osiris class BB ) in my lone bomber. i took it as a fun encounter, as i am not able to destroy a battleship alone, but its good practice nonetheless. - at several points, i was hit by the FULL force of all the turrets ( or at least i saw the impact on my shields ) .... but my shield only lost like 10%.
so - does freelancer really recognize and add all damage? cause then, my shields should have been down easily. - other than that, i tried the strafing at 2k range ( or mostly 1k - 1.5k ) ... while my hit ratio was OK... i had problems just strafing to evade the shots. ( i had to get back to actually at least fly at travelling speed ) not cause the shots that i saw hit me, but cause i was hit by invisible shots - i guess thats due to minor lag. ( at that time, i had a ping of 5 ( thanks to a fibre connection )
so, how much does a battleship really benefit from those point defense weapons, when the program only recognizes like 1 - 2 impacts... . anyone made some tests?
I think it's a matter of player to server latency. When I'm killing nomad npc's around toledo in my destroyer, I'll often see every shot from my turrets connect solidly with the target, and it doesnt even take damage. Other times, it appears that all or most of the shots missed the target completely, and the thing blows up.
That's also why aiming is so difficult here, even a slight amount of latency can throw your targetting way off - because your computer sees things in a different place than the server does. While on your comp you're aiming dead on at the enemy, the server registers that enemy as in front of or behind your targeting reticule, and your shots dont connect.