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Messages - Watchmaker

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181
Feedback and Suggestions / Re: Spectator Button
« on: May 23, 2013, 11:24:10 am »
This is just a bug, you should be able to join a match if everything but spectator slots is full by normal means.  We know about it, and will fix it when we can.

Currently, this only affects pre-match lobbies; you can join a "full" running match as a spectator just fine.

182
General Discussion / Re: No visible crew on enemy ship?
« on: May 23, 2013, 11:02:52 am »
1) You don't see crew on other ships primarily for client performance reasons (not just rendering them, but updating the physics data needed to make them animate properly).  I'd love show them, actually, it just requires time and effort that have been devoured by more important things.

2) There was, for a time, an option called "Extreme Details" that showed crew on all ships.  It was always buggy, it was always confusingly named, and it was primarily added for spectators before the spectator improvements were done.  It is not likely to return.

3) There is no .ini file.  The only way to change options outside the game in Windows is through the registry, which I don't really recommend.  This is simply how the Unity engine stores this stuff by default, and we haven't spent the effort to make it work another way (though we'd like to).

183
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 23, 2013, 09:43:28 am »
Machiavelliest: My own observations agree that there's something ...funny... going on with guns+turning.  At the moment I (along with the rest of the programmers) am obsessing over server performance, so I haven't had time to investigate it fully.

There is one piece of buggy behavior I have identified: when you first jump on a gun, you see it at zero yaw/pitch even though the gun may not actually be there yet on the server (it's moving towards that position at its normal yaw/pitch speeds).  This can definitely cause the first shot or two to appear wildly off in some cases, and will be fixed soon-ish.

184
Gameplay / Re: Lumberjack / Typhoon Arming Distances
« on: May 21, 2013, 11:43:49 am »
No comment on balance, I just wanted to mention that the heavy flak is named the Typhon, not the Typhoon.

185
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 21, 2013, 10:49:25 am »
Projectiles inherit the linear velocity of their gun's mount point.  That is all. (or, at least, that should be all...)

186
Feedback and Suggestions / Re: Lightning clouds
« on: May 20, 2013, 02:12:32 pm »
All I will say is:  go to the Kickstarter page and watch biweekly update #3 all the way to the end.

187
Gameplay / Re: Can anyone explain the Harpoon Gun to me?
« on: May 17, 2013, 01:10:26 pm »
Hamster's description is accurate.

I've seen the build you're describing used (moderately) effectively, and I think the trick is to get both harpoons in at about the same time.  Otherwise, the torque produced on your own ship (because the harpoon mount itself is off-center) tends to twist you out of line for a ram.

188
The Pit / Re: How?
« on: May 13, 2013, 10:41:47 pm »
That was more-or-less bound to happen once we had proper unicode font support in.

189
Release Notes / Re: Version 1.2 Release Notes
« on: May 10, 2013, 03:57:22 pm »
We hotfixed some gun balance changes in:

-Artemis
--Decreased upward pitch angle (-35 to -10 degrees, skewed towards downwards aiming)
--Decreased rotation speeds (100 to 80 pitch, 120 to 30 yaw)
--Decreased zoom (3.5 to 2x)
--Slightly decreased muzzle speed (750 to 675m/s)
--Slightly decreased rate of fire (0.67 bullets per second to 0.625)
--Slightly decreased AoE (5 to 3.5m)
--Slightly increased reload speed (5 to 7s)
-Light Carronade
--Changed pitch angles (-40 to 35 changed to -30 to 10, skewed towards upwards aiming)
-Heavy Carronade
--Changed pitch angles (-20 to 35 changed to -30 to 10, skewed towards upwards aiming)

190
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 10, 2013, 10:08:08 am »
I can confirm that the Lumberjack's configured muzzle speed has not changed.  It's possible you've found a bug, though I'm at a loss as to how it would affect only that gun.

191
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 08, 2013, 06:23:40 pm »
It is absolutely possible.  The scales involved just make it sort of unlikely.

192
Gameplay / Re: Firing mechanism and damage explanation
« on: April 10, 2013, 12:10:00 pm »
No, because the single instance of AOE damage will never damage a single component (the hull in this case) more than once.

193
Gameplay / Re: Will Firing When Turning Ever be "Fixed"?
« on: April 09, 2013, 10:56:41 am »
For the record: I found the problem, this will be fixed in an upcoming patch.

194
General Discussion / Re: Oculus Rift support in the future?
« on: March 28, 2013, 11:51:00 am »
Nope, GoIO is now building off Unity 4.x (see also: we now have a Linux build).  I can make no guarantees about Oculus Rift support at the moment, though; I expect we would need to do some work of our own to make the game actually playable on the Rift (this is always how it works, regardless of what the engine tech says).

195
Gameplay / Re: Firing mechanism and damage explanation
« on: March 26, 2013, 03:41:38 pm »
Part of the hotfix after 1.1.5 changed this very slightly, removing the overflow damage from destroyed armor (which was using the "wrong" multipliers, for armor rather than health).  Any excess damage on the hit that destroys armor now vanishes.

To stave off possible confusion: note that when using an explosive projectile, the direct-hit damage and the explosion damage are treated separately; if the direct hit wipes out the armor, the secondary explosion damage is still applied to hull health (appropriately modified for its damage type).

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