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Kushan VHF hitbox

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Kushan VHF hitbox
Offline Doom
01-25-2008, 08:34 PM, (This post was last modified: 01-25-2008, 08:38 PM by Doom.)
#41
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Posts: 1,694
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Quote:Can you find a better matching hitbox?


yes there is one hit box that would match better i think....liberty elite 2 sur would be better....it covers the front the same but also covers more of the wings...

as for CR...we fought many of those kushans VHFs....they have pretty small hit box....it uses Kusari VHF hit box just like AoM said. Unfortunately it covers only part of the actual ship. And yes...we do call it hard to hit or whatever...but we don't complain about it.

However my personal opinion is that balancing ships cant be done by using smaller hit box, but rather with changed stats of the ship.
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Offline mjolnir
01-25-2008, 09:01 PM,
#42
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Posts: 3,774
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Joined: Sep 2007

' Wrote:However my personal opinion is that balancing ships cant be done by using smaller hit box, but rather with changed stats of the ship.

*Applauds to that.*

For me it's very frustrating to see shots flying trough the model... and it certainly gives me the feeling that something is broken.

I did not start complaining about the Kushan because I think it's an uber ship... but because it feels very strange to fight it and virtually be guessing if that shot that went directly into the model will cause any damage.

About the hitbox.. as it's so bulky and not fighter-like. Isn't it possible to resize some freighter hitbox so that it will fit the model? Freighters tend to be ball-like.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline RingoW
01-25-2008, 09:19 PM,
#43
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Posts: 1,399
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Quote:About the hitbox.. as it's so bulky and not fighter-like. Isn't it possible to resize some freighter hitbox so that it will fit the model? Freighters tend to be ball-like.

Yep, i think the Mule hitbox should work well with. Also the resized hitbox of the Armored Transport for the Catamarans.
We had a lot of betas for testing purposes, but as you can see, some ships and equipment have passed. Now we have some kind of testing by gaming.

Respectful
AoM
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Offline OsoRojo
01-25-2008, 09:20 PM,
#44
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Posts: 1,049
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Joined: Dec 2006

My point exactly Doom, nerf to maintain position. Overall, aren't these vessels tested? I believe they must be and yet now, after years, it comes to this position of nerfing. Since others feel strange.
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Offline Horon
01-25-2008, 09:31 PM,
#45
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Posts: 1,485
Threads: 52
Joined: Sep 2007

Oso changing the Hitbox is not nerfing. What we are trying to do is find a hitbox that matches the ship as close as possible. That, or take an egg shaped hitbox and use that... Christ, if it will shut people up I'LL Make a god damn hit box! Besides...nah. Ill leave it at this.

EDIT: If you are using a incorrect hitbox as an advantage...personally...I think you suck.

While being quite funny, your sig was the biggest one i've ever seen so far. No more than 700x250 please. ~utrack
http://pastebin.com/SYQXBufs
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Offline StarButt
01-25-2008, 09:34 PM, (This post was last modified: 01-25-2008, 10:07 PM by StarButt.)
#46
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@CYLONS: Marauder is the excellent example of a "balanced fighter". Now it has fixed hitbox, and it's so much more maneuverable compared to viper, that it compensates for lower stats. Though gun class is lower, you can use Outcast weaponry, mixed with corsair Del Cids, and energy output is more than satisfactory. I've seen just two marauders chase off Liberty battlecruiser. I realise you're almost always outnumbered, but that shouldn't be the reason to deviate that much from your RP, nor to get ships with bugged hitbox. You got CYLON ship, as Colonials have their vipers. I suggest you use it. Improvise on the subject of "heavy rider" as there's no such thing in Disco currently. Viper is far from perfect, but you'll never see Colonials use Raven Talons just because they're better. We stick to what we got. The fact your current choice is bugged, doesn't enable you to kill any colonial more often, but only makes u last a bit longer, prolonging already long and tedious dogfights. And maybe, just maybe, if you held to your CYLON ship, as much as colonials hold to their vipers, you'd get more members, being real cylons, not just "pirate wanna be ones".

As for the weapons cylons choose: I personally have nothing against them using any kind of weapons. I'd call them "Kraken equivalent or Rapier equivalent" of the CYLON technology. I don't believe CYLONS would need any of the "human" technology on them anyway, and since they use "generic pirate ID" they're pretty much allowed to use any weapons.

@Dab: Get your facts str8, and than park your beloved Blood Dragon next to a Viper and take a screen shot. Than post it here. Once you realise that Viper is 2x bigger (not a bit, not somewhat but TWO TIMES BIGGER) than the BD, having less armor, bots, batteries, and less agility than the BD, stop deluding yourself, that it's your "ace flying", and not the "overpowered" fighter that makes all the difference.

I don't even wanna compared to the Titan, as it would be an insult to anyones intelligence. Not ALL STATS are equal. Fact that titan has more armor and bots, doesn't help it win the fight against super agile BD in any way, but only prolong the inevitable.

EDIT:
CYLONS I respect your tenacity to attack against all odds, but when you fight a battle you cannot win, why not do it in real RP cylon craft? Fighting 1 or 2 vs 5 and more, no one will ever get to accuse you of lousy flying if when you loose against such odds. So it doesn't make much difference if its Kushan or Marauder, except in RP sense. And you really don't have to worry about dying anyway...you cannot die...you have a resurrection ship on your side.

Your Image exceeds Forum Regs, Please replace.......BULLDOGNK
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Offline OsoRojo
01-25-2008, 10:15 PM, (This post was last modified: 01-25-2008, 10:21 PM by OsoRojo.)
#47
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Overall, my choice is Kushan.

However, I concur with AoM that your not shooting through the ship but under it. On the position of nerfing and your position you only wish to change hitbox. Sadly, that is not how it works. Once you start, humans do not stop. Already several have stated we should change stats, but not hitbox, and now others are stating just hitbox. Forgive me, but the position of, "we only wish to change one thing," is ludicrous.

Overall, the Kushan is fine as it is, however, I tested it and I can see that it is not through but under and if on my six it is very hard to hit, why? look: Also, take into account I am not moving, however, I do know how to dodge.

[attachmentid=4208]

In addition: the Kushan's very design makes it hard to hit:

[attachmentid=4209]
[attachmentid=4210]

On this point of RP and it doesn't matter if we die, so use marauder. No thanks, with Kushan we have chance to do our enemies damage, and with a wingman we can actually win a couple. So, until Marauder is at least equal to MkI you can forget it. Yes, RP is important, but constantly losing to meet other's expectations of my RP is foolishness and I am not foolish all the time.
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Offline mjolnir
01-25-2008, 10:24 PM,
#48
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The things about the stats were related to other ships.
----------------

AoM said you are shooting trought the ship model.. but under the hitbox... your screens show that also.

----------
You are not right at all when you say that you are sure it will not stop with the hitbox...

What was the only change on Marauder between 4.83 and 4.84?

Yes different hitbox.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline StarButt
01-25-2008, 10:28 PM, (This post was last modified: 01-25-2008, 10:33 PM by StarButt.)
#49
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' Wrote:Overall, my choice is Kushan.

On this point of RP and it doesn't matter if we die, so use marauder. No thanks, with Kushan we have chance to do our enemies damage, and with a wingman we can actually win a couple. So, until Marauder is at least equal to MkI you can forget it. Yes, RP is important, but constantly losing to meet other's expectations of my RP is foolishness and I am not foolish all the time.


Marauder is equal to Mk1...try it, fly it...I did. It's quite more agile, and with best OC and corsair weaponry, it can take on Mk1 or 2 as equal. You don't wanna equal ship to Viper, you want better. And you don't wanna RP, u wanna WIN, and get some "names" in your sig. That's the problem...

Actually Mjolnir, wasn't just Hitbox that changed on the Marauder. Also it got more agility, and a torpedo slot...

Your Image exceeds Forum Regs, Please replace.......BULLDOGNK
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Offline OsoRojo
01-25-2008, 10:29 PM, (This post was last modified: 01-25-2008, 10:39 PM by OsoRojo.)
#50
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' Wrote:Bounding box info :
x1 5.668128 x2 -5.687922
y1 3.502607 y2 -6.135703
z1 11.793691 z2 -7.563668
Center :
-0.009897 -1.316548 2.115011
Radius :
18.074949

These are the values of the model in 3D. Do you notice the y-axis values?. Means the center of the model is below 0, while the center of the hitbox is 0. The shots are not going through. They are passing above the model.As i said in many other threads, the whole hitbox stuff is strange. Its not only the hitbox. Hits are depending on hitbox and bounding box of the model. Custom hitboxes would solve the problem, but they must be made with an editor. Therefore my programming and mathe skills are not good enough. We need an tutorial by former members of Digital Anvil.

@ Osorojo and Dark Centurion: Marauder got another hitbox, which matches the shape of the Marauder better than the former one

My thoughts are my own, but yet you seem to know my mind. What am I thinking now Starbut?

On second thought, screw equal to MkI, only the MkII is most of the time. Make it equal to the MkII and I may consider it.
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