Quote:Right now the Shrimp would keep his distance with turning away and just fire his Cerbs and Mortars while evading the fire of the Valor.
With the new system the Shrimp would need to get around the Valor which can pound the shrimp at the meantime.
It would be possible to just fly in a zigzag and inflict damage from broadsides before valor, which would be flying in a straight line, gets close enough.
With this example the Valor still has an advantage since it's got more guns and more hull than a Shrimp or am i missing something very important here?:$
“This font is good people said, this font is awesome others said, I say it works well enough to waste 2 seconds of your life reading this.”
In Freelancer only agility and size matters why?
Because you win when you do hull dmg and the other does not do hull dmg, smaller ships are able to do less hull dmg however they can evade better so let me describe it to you:
Shrimp: 500k hull : shoots 100k DPS, Shrimp actually hits 30k DPS and dodge 190k DPS
Valor: 1m hull: shoots 200k DPS Valor actually hits 10K dps and dodge 50-70k DPS.
I hope you got the point- this is applyable to almost all ship classes facing the same ship class. Osiris together with the Dragon BS are the best BS for 1v1 BS vs BS. Even mega nerfed Osiris with one cerb solo Legate kitting.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
With this example the Valor still has an advantage since it's got more guns and more hull than a Shrimp or am i missing something very important here?:$
Being able to land more shots before close combat beginns, being able to move faster to use more guns and/or get behind valor where it has no guns at all, etc. Basically, you would need to think tactically instead of just charging or kiting.
' Wrote:Being able to land more shots before close combat beginns, being able to move faster to use more guns and/or get behind valor where it has no guns at all, etc. Basically, you would need to think tactically instead of just charging or kiting.
And yes this would be very nice to have BS battles that way.
Would be interesting to see how it would work in a bigger battle.
Anyhow if the lag/chrashes really are a result out of the BS models it could be fixed?
Since I heard something that the hitbox of the BS got changed over the change from 4.85 to 4.86 not?
Regards
“This font is good people said, this font is awesome others said, I say it works well enough to waste 2 seconds of your life reading this.”
And yes this would be very nice to have BS battles that way.
Would be interesting to see how it would work in a bigger battle.
Anyhow if the lag/chrashes really are a result out of the BS models it could be fixed?
Since I heard something that the hitbox of the BS got changed over the change from 4.85 to 4.86 not?
Regards
Both model (not hitbox) and number of projectiles cause lags.
As for the models - they need numerous of LODs which will appear at different distances. Though making a LOD is quite a pain, I suppose it could help in case when ships are many klicks away.
About projectiles - just buff the all the turrets, make them full-arcs and cut their number, because it really feels when 20 guns are firing at once.
' Wrote:Quadruple the cooldowns and damage of all cruiser and BS primary turrets, and the Cerb.
Double the cooldowns and damage of the BS/Cruiser mortars, missiles and battlerazors.
The only minor point would be that it'll become easier for cruisers and battleships to singleshot-snipe a gunboat, which all in all isn't a bad thing. If the issue is the amount of projectiles floating around, this should reduce it by a factor of 4 without affecting DPS at all.
I guess this could be done easily and could be tested to see whether there is more/less/equal lag and thus whether the number of projectiles is responsible or the models of the ships present.
I don't see a big problem when GBs get an enemy that they need to stay away from. They pwn enough to compensate for a one-shot-kill sometimes.
Fighter single-shot kills should be rare due to agility. And if you are hit... bad luck. It would encourage fighters/bombers to be more careful when operating near ships... something that is realistic, actually.
as outlined before - the cause of lag is suspected to be a result of various factors:
- complexity of the hitboxes ( not the models! )
- server tracked objects ( that includes projectiles )
the first one - the hitbox complexity comes into effect upon contact/interaction/collision. - the more complex the hitbox the more we suspect it can destabilize the enviroment
the reason why battleships are kind of singled out here is not based on an urge to enforce any wannebe lore about rare battleships. - it is a very rational reason.
battleships have the most complex hitboxes and are generally the largest mobile objects - and they usually also create the most mobile objects due to having the most guns.
as said before - those are suspiciouns - which may prove to be wrong though. in the past - we already experienced snub furballs with only like 6-8 ships that caused massive lag, too - and we also had huge fleet battles with many capital ships and snubs with minimal lag.
atm one thing is more or less certain - and that is the single threaded nature of the engine - which gets exponentially busy with increasing complexity of calculations - but as said before - that cause cannot be fixed - at this time.
we do have brainstormed about various ideas to track the real problem(s) and solve them as good as we can though without taking too much away from how we are used to the game.