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Messages - Kadreal

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Gameplay / Re: Watch out for air mines!
« on: May 18, 2013, 10:47:50 pm »
Aren't the tars clouds a sort of air mine? they really hurt.

2
Gameplay / Re: Is the Squid Underpowered?
« on: May 18, 2013, 04:07:27 am »
seems I need to come fly on your ship some time

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Gameplay / Re: Engineer Strategy Dicussion
« on: May 18, 2013, 03:47:35 am »


I especially love landing a hit, waiting for them to have either extinguished it or half-extinguished it (chem spray) and then land the second hit.

Cept if he is using chem spray to put it out, you can't relight it.

I prefer Chem myself, since it is pretty easy to give a quick puff of chem when running a repair round. Also when the gunners see that fire boat coming, quick puff on the hull and balloon and we're basically set. The other components don't get set on fire too often. We played a game against a dual flamer Pyramid and he basically couldn't hurt us. Engineer ran repairs rounds following the mallet up with a quick chem puff and gungineer could puff the balloon between reloads. I felt bad for them.

4
Gameplay / Re: Is the Squid Underpowered?
« on: May 18, 2013, 02:35:33 am »
I've yet to see a skilled squid that could actually get a kill by himself. It's just so hard to line up two guns while keeping yourself in a blind spot. Plus they activate the claw and you basically have to bugger out since they'll typically turn too fast to stay in the blind spot.

That and the squids maneuverability often protects her foe as much as herself. With the weird offsets gun experience while turning it can be hard to reliably hit the enemy when the squid is maneuvering, reducing her already weak damage.

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Gameplay / Re: Will Firing When Turning Ever be "Fixed"?
« on: May 16, 2013, 02:51:21 am »
Yeah, I don't think this is fixed.

Did a few games with a minigun on a turning ship and I clearly had to counter lead my own ship's turning.
It's very easy to see on the minigun because it is hit scan, and the bullets that draw go no where near where the hit indicators are popping up.

My best guess is that this is because firing packets are set with vectors that are relative to your ship. Since your ship is turning, it will be further along in that turn by the time your packet to fire is received, thus your bullets appear to be hitting further into your turn then you are aiming.

This is not angular velocity inheritance. For a few reasons:
1. The minigun projectile is hit scan, and thus there is no velocity to inherit since it already hits instantly.
2. Even if they just added an angular offset to 'simulate' angular inheritance, the values would be all wrong. - Math time go!

I was on a Goldfish with a side mounted minigun. It was making a turn of about 20 degrees per second but I had to counter lead my target by about 5 degrees to land hits where I wanted. This would suggest that angular inheritance was causing an offset of 5 degrees. For this to occur, it would require an angular velocity to muzzle velocity ratio of .087(Tangent of 5 degrees), or an angular velocity of about 9% of the muzzle velocity. Since most bullet projectiles travel about 1000m/s or so, This would mean we'd have to have an angular velocity of about 90m/s at the gun mount. For the goldfish that has its side gun about 10 meters from its center of turning, we'd have to be spinning at over 500 degrees per second and all the crew would go flying off the ship!

I'm not that experienced with network programming, but my best guess as for a solution is to giving fire details with absolute vectors so they wouldn't inherit the lag of the ship turning.

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